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margin: auto;
font-size: 18px;
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<title>Sporous Crab</title>
</head>
<body>
<h1>Sporous Crab</h1>
<p><em>Small</em> <em>Beast</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 33 (6d6+12)</li>
<li><strong>Speed:</strong> walk 30 ft. swim 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 398</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>8 (-1)</td>
<td>15 (+2)</td>
<td>3 (-4)</td>
<td>13 (+1)</td>
<td>4 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> fire</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> bludgeoning</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The sporous crab can breathe air and water.</li>
<li><strong>Filthy:</strong> The sporous crab makes its home in grime and muck and is covered in filth. A creature that touches the sporous crab or hits it with a melee attack while within 5 feet of it must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. If a creature fails the saving throw by 5 or more, it also contracts sewer plague. On a successful saving throw, the creature is immune to the crab's Filthy trait for the next 24 hours.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The sporous crab makes two claw attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.</li>
<li><strong>Spore (Recharge 6):</strong> The sporous crab sprays spores in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw. On a failure, a creature takes 7 (2d6) poison damage and becomes infected with the crab's spores. On a success, a creature takes half the damage and isn't infected with spores. After 1 hour, small bubbles and bumps appear across the skin of the infected creature. At the end of each long rest, the infected creature must make a DC 12 Constitution saving throw. On a success, the infected creature's body fights off the spores and no longer has to make the saving throw. If a creature fails the saving throw every day for 7 days, young sporous crabs hatch from the creature's skin, and the creature takes 9 (2d8) slashing damage. The spores can also be removed with a lesser restoration spell or similar magic.</li>
</ul>
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