This lumbering hard-shelled crab stands as tall as a dwarf. its massive pincers waving menacingly.
Environment: Any aquatic
Organization: 1-12
Proficiency Score: +3
Medium; Neutral/Neutral; animal, aquatic, vermin
Armor Class: 19 (+1 Dex, +5 Natural, +3 Proficiency)
Hit Points: 90 (9d8+18)
Speed: Land 30 feet, Swim 20 feet
Initiative: +1
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 13 (+1) | 14 (+2) | – | 10 (+0) | 2 (-4) |
Saves:
- Fortitude +5
- Reflex +1
- Will +0
Skills.
- Athletics +6
- Perception +4
Immunities:
- Effects with the psychic tags
Senses: Passive Perception 14; Dark Vision 60 feet
Languages: None
Dependent (Water). A Giant Crab can survive out of water for 14 hours. After that it begins to die as if from drowning rules.
Actions
Claw. Melee Strike +5/0/-5 (unarmed) with 3d4+2 bludgeoning damage plus the Grabbed (DC 16) Condition.
Constrict. As part of the same action to maintain the Grabbed Condition, a Giant Crab can constrict and deal 3d4 bludgeoning damage.