Amphibious. The crab can breathe air and water.
Legendary Resistance (3/Day). If the crab fails a saving throw, it can choose to succeed instead.
Magic Resistance. The crab has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Abjuration runes cover the crab's carapace. Line spells that target the crab and ranged spell attacks against it have disadvantage. Additionally, any time the crab is targeted by a magic missile spell, roll a d6. On a 1 to 3, the spell works normally. On a 4 or 5, the crab is unaffected. On a 6, the crab is unaffected, and may use it's reaction to choose another creature (including the spellcaster) it can see within 30 feet of it. The magic missile spell targets chosen creature instead of the crab.
Multiattack. The crab makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Spell Reflection. If the crab makes a successful saving throw against a spell, or a spell attack misses it, the crab can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the crab. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
The crab can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The crab regains spent legendary actions at the start of its turn.
Attack. The crab makes one claw attack.
Move. The crab moves up to half its speed or burrows up to full of its speed.
Blinding Sand. Crab pulls a dirty maneuver. Blinding dust and sand swirls around it. Each creature within 5 feet of the crab must succeed on a DC 14 Constitution saving throw or be blinded until the end of the creature's next turn.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the crab takes a lair action to cause one of the following effects:
- The bubble trembles violently for a moment. Each creature on the floor of the lake must succeed on a DC 14 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 10 foot radius sphere centered on a point the crab can see within 15 feet of it. The sphere spreads around corners, and its area if lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its turn. while poisoned in this way, a creature is incapacitated.
- The crab chooses a 5 foot square area on the ground that it can see within 15 feet of it. The ground in that area turns into 3-foot-deep mud. each creature on the ground in that area when the mud appears must succeed on a DC 14 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a Dc 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. The mud is a difficult terrain. On initiative count 20 on the next round, the mud hardens and the Strength DC to work free increases to 19.
Comments