Armor Class
15
Natural Armor
Hit Points
28
(4d8 + 4)
Speed
30 ft., Swim 30 ft.
STR
13
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
1
(-5)
WIS
9
(-1)
CHA
3
(-4)
Skills
Stealth +4
Damage Immunities
Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight 30 ft., Passive Perception 11
Languages
'Understands the languages of its creator but cannot speak'
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Elemental Nature. A Clockwork Crab doesn't require air, food, drink, or sleep.
Immutable Form. The Clockwork Crab is immune to any spell or effect that would alter its form.
Magic Resistance. The Clockwork Crab has advantage on saving throws against spells and other magical effects
Magic Weapons. The Clockwork Crab's attacks are magical
Spare Parts. The Clockwork Crab's spare part, when destroyed, provides another clockwork with a swim movement of 30 ft.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 1) bludgeoning damage, and the target is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target.
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