# 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.