Gargantuan Undead, Unaligned
Armor Class 13 (natural armor)
Hit Points 160 (20d12 + 30)
Speed 20 ft., Swim 30 ft., Burrow 20 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
1 (-5)
WIS
9 (-1)
CHA
3 (-4)
Saving Throws CON +8
Skills Stealth +4
Damage Resistances Necrotic
Damage Immunities Poison, Psychic
Condition Immunities Poisoned
Senses Blindsight 30 ft., Tremorsense 120 ft., Passive Perception 9
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amphibious. The crab can breathe air and water.

Undead Fortitude. If damage reduces the carrion crab to 0 hit points, it must make a Constitution saving throw with a DC of 5 + damage taken, unless the damage is radiant of from a critical hit. On a success, the carrion crab drops to 1 hit point instead.

Aura of Putrescence. Any creature that enters or starts their turn within 10 ft. of the carrion crab must succeed on a DC 15 Constitution saving throw or be poisoned until the end of their next turn. 

Rotten Pustules . Every time the carrion crab suffers from an attack that deals bludgeoning, piercing, slashing, or force damage, roll a d6. If the result is a 5 or 6, one of the pustules on the crab's back explodes. Roll a d12 to determine on which side of the crab the exploding pustule is (the front left corner is 1, with the numbers increasing going clockwise around the crab). If the number rolled on the d12 is repeated, no pustule explodes. Any creature within 10 ft of the designated space must succeed on a DC 15 Dexterity saving throw or take 7 (3d4) poison and 5 (2d4) necrotic damage.

Actions

Colossal Claw. (2 per recharge, 4-6 recharge) The carrion crab's claw falls like a hammer striking an anvil. The claw attack hits a 10 ft x 15 ft space in adjacent to the front of the carrion crab (either to the left or the right). Any creature in the area must make a Dexterity, Strength, and Constitution saving throw (DC 15) and expend their reaction. If they do not expend their reaction, they automatically fail the Strength saving throw. If they fail the Dexterity save: they take 21 (6d4+6) bludgeoning damage. If they fail the Strength saving throw, they are knocked prone. If they spent their reaction, then regardless of success or failure they move to the nearest space outside of the affected area. If they fail the Constitution saving throw, they are stunned until the start of their next turn. Until the Colossal Claw recharges, the claw used for the strike is stuck in the ground and it treated as double difficult terrain. A creature trapped underneath the claw is restrained until the claw is moved. 

Spray of Filth (Recharge 4-6). The colossus carrion crab sprays rotted, wretched filth in a 20 ft radius semi-circle in front of it, centered on the crabs face. Any creature in the area that fails a DC 15 Dexterity saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Additionally, a creature that fails the Dexterity saving throw must make a DC 13 Constitution saving throw, taking an additional 14 (4d6) necrotic damage on a failed saving throw, and half as much on a successful one.

Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft. one target. The carrion crab makes an attack against a creature that is stunned within range. If the attack hits, the creature takes 17 (3d8+6) bludgeoning damage and is grappled by the carrion crab (escape DC 16). If the creature does not escape before the start of the carrion crab's next turn, the creature is swallowed by the crab. While swallowed, the creature is grappled, restrained, has total cover against attacks and other effects outside the carrion crab, and cannot breath. A creature inside the carrion crab can attempt to attack it, but if they succeed in damaging it, they take 3 (1d6) poison damage and 3 (1d6) necrotic damage for every 10 points of damage dealt while inside the carrion crab. A swallowed creature can attempt to escape by making an Athletics check DC 22, prying the crabs mandibles open. If the carrion crab dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. 

 

Legendary Actions

Rush. The carrion crab moves 20 ft.

Unholy Screech. The carrion crab targets a creature that just moved away from it, and lets out an unholy screeching sound. The target must succeed on a DC 15 Wisdom saving throw or have its speed reduced to 0 until the end of its next turn.

Kick Up Sand. The carrion crab kicks up a large cloud of sand and dust around it, adding a +4 bonus to its AC until the start of its next turn. The area underneath the carrion crab becomes difficult terrain after this. 

Description

This wretched, massive beast is the result of an ancient magic that pervades in the flesh of dead things. Crabs along coasts that have seen horrible fighting and death are stained by the negative energy that passes through the area, corrupting them and transforming them into carrion crabs. Those that persist long enough to feed and grow become hulking behemoths that bury themselves deep in the sand until prey worthy of the effort comes close enough, at which point the colossal carrion crab frees itself and chases down its quarry, slowing it with poison and a piercing sound that freezes fleeing foes in their tracks. It smashes its prey with its massive claws, and then feasts on the corpses. 

Monster Tags: Misc Creature

Habitat: Coastal

GalwardtheGreat

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