33 lines
1.6 KiB
Markdown
33 lines
1.6 KiB
Markdown
|
|
# Bearmit Crab
|
||
|
|
|
||
|
|
*Large* *Monstrosity* *unaligned*
|
||
|
|
|
||
|
|
- **Armor Class:** 14 (natural armor)
|
||
|
|
- **Hit Points:** 59 (7d10+21)
|
||
|
|
- **Speed:** swim 20 ft. walk 30 ft.
|
||
|
|
- **Challenge Rating:** 2 (450 XP)
|
||
|
|
- **Source:** Creature Codex, page 52
|
||
|
|
|
||
|
|
| STR | DEX | CON | INT | WIS | CHA |
|
||
|
|
| --- | --- | --- | --- | --- | --- |
|
||
|
|
| 18 (+4) | 13 (+1) | 16 (+3) | 4 (-3) | 13 (+1) | 6 (-2) |
|
||
|
|
|
||
|
|
- **Skills:** perception +3
|
||
|
|
- **Damage Resistances:** bludgeoning
|
||
|
|
- **Senses:** Passive Perception 13
|
||
|
|
- **Languages:** -
|
||
|
|
|
||
|
|
### Special Abilities
|
||
|
|
|
||
|
|
- **Viscid Shell:** When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.
|
||
|
|
- **Keen Smell:** The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.
|
||
|
|
- **False Appearance:** While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.
|
||
|
|
|
||
|
|
### Actions
|
||
|
|
|
||
|
|
- **Multiattack:** The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.
|
||
|
|
- **Claw:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.
|
||
|
|
- **Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
|
||
|
|
|
||
|
|
|