Aggressive. The Crabik are quick to initiate combat, and they tend to press the attack once the battle is joined. Their enthusiasm makes them a dangerous foe, but they sometimes leave themselves open to blows that a more cautious warrior would avoid.
Spellcasting. The Crabik is a 20-level spellcaster. Its spellcasting ability is 20 (spell save DC 1, +12 to hit with spell attacks). The Crabik has the following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Poison Spray
9th level (2 slots): Power Word: Kill, Imprisonment
Action Name. Enter the description for your action.
Scratch. The Crabik will lunge at you swinging its claws furiously. Melee Weapon Attack: +6 to hit, reach 6ft., 1 target. Hit: 12 (1d20 +2) piercing damage.
Spat. The Crabik will spit at you with its acidic mucus. RangedWeapon Attack: +3 to hit, range 25 ft., 2 targets. Hit: 12 (2d10 + 1) Acid damage.
Spring. When snuck up to or attacked without warning the Crabik will jump 15ft in the air.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
The Crabik are relatives of the spider crab. They are vastly intelligent and can talk to anything by means of telekinesis. They're between 30 to 45ft and they weight about 6,000 pounds or 3 tons. Due to their environments and relatives, they have extremely long legs for a crab. They are covered in a thick shell that is impenetrable and if pricked by its spikes you will fall unconscious and be paralyzed until the creature is killed. It has multiple eyes that all see in thermal and normal at will, so invisibility won't work to deceive this creature. The creature can jump up to a height of 60ft of its body disputes the shock so their legs don't snap in half. The creature has six legs in total three on one side and three on the other. It also has two main arms with big claws and four other miniature arms.
Lair and Lair Actions
A Crabik's lair usually is very wet and slimy due to the fact that during their sleep Crabiks produce mucus. The lair is also filled with a lot of Crabik bones because under stress or in battle Crabiks will usually fight to the death. There are also bones of any animal from that region because Crabiks will hunt and kill anything. The Crabik lair is usually in the middle of a mountain or in the middle of the ground and will leave and enter by climbing. In the lair, there is usually a pool that is filled with thick water. And in that water is a certain type of electric eel.
Lair Actions
On initiative count # (losing initiative ties), the Crabik takes a lair action to cause one of the following effects; the Crabik can’t use the same effect two rounds in a row:
- A Crabik can screech causing the sound to bounce off the walls causing the characters to be stunned and deafened.
- The Crabik will jump into the water and eat an eel causing the Crabik to be able to shoot electricity from its mouth.
Regional Effects
The region containing a legendary Crabik’s lair is supplying the Crabik with abilities, which creates one or more of the following effects:
- The Crabik can burrow deep into the ground and cause some minor sinkholes able to swallow Tiny to Medium-sized characters.
- The Crabik will go invisible only being detectable with a perception of 17+.
If the Crabik dies, these effects fade over the course of 1d4 days.
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