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monsters/md/creature_codex/bearmit-crab.md
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# Bearmit Crab
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*Large* *Monstrosity* *unaligned*
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- **Armor Class:** 14 (natural armor)
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- **Hit Points:** 59 (7d10+21)
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- **Speed:** swim 20 ft. walk 30 ft.
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- **Challenge Rating:** 2 (450 XP)
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- **Source:** Creature Codex, page 52
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 18 (+4) | 13 (+1) | 16 (+3) | 4 (-3) | 13 (+1) | 6 (-2) |
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- **Skills:** perception +3
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- **Damage Resistances:** bludgeoning
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- **Senses:** Passive Perception 13
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- **Languages:** -
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### Special Abilities
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- **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.
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- **Keen Smell:** The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.
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- **False Appearance:** While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.
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### Actions
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- **Multiattack:** The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.
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- **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.
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- **Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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