Files
5ead/monsters/md/creature_codex/bearmit-crab.md
2025-06-07 07:58:30 -05:00

1.6 KiB

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.