34 lines
2.5 KiB
Markdown
34 lines
2.5 KiB
Markdown
# Keelbreaker Crab
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*Huge* *Monstrosity* *unaligned*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 157 (15d12+60)
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- **Speed:** walk 40 ft. swim 40 ft.
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- **Challenge Rating:** 9 (5,000 XP)
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- **Source:** Tome of Beasts 2, page 226
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 19 (+4) | 10 (+0) | 18 (+4) | 3 (-4) | 12 (+1) | 10 (+0) |
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- **Skills:** perception +5, stealth +4
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- **Senses:** blindsight 60 ft., passive Perception 15
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- **Languages:** —
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### Special Abilities
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- **Amphibious:** The crab can breathe air and water.
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- **Living Figureheads:** Three magical figureheads adorn the crab's back. While at least one figurehead remains intact, the crab has advantage on Wisdom (Perception) checks and can use its Wail.
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Each figurehead is an object with AC 15, 20 hp, resistance to bludgeoning and piercing damage, and immunity to poison and psychic damage. If all the figureheads are reduced to 0 hp, the keelbreaker crab can't use its Wail action. Damaging a figurehead does not harm the crab.
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- **Siege Monster:** The crab deals double damage to objects and structures.
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### Actions
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- **Multiattack:** The crab can use its Wail. It then makes two pincer attacks.
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- **Pincer:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. The crab has two claws, each of which can grapple only one target.
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- **Wail:** As long as at least one if its living figureheads remains intact, the keelbreaker crab can cause the figurehead to wail. Roll a d6 and consult the following table to determine the wail.<br><br>| d6 | Wail |<br>|----|------|<br>| 1-2 | Frightening Wail. Each creature within 60 feet who can hear the crab must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the keelbreaker crab's Frightening Wail for the next 24 hours. |<br>| 3-4 | Maddening Wail. Each creature within 60 feet who can hear the crab must succeed on a DC 16 Wisdom saving throw or take 18 (4d8) psychic damage. |<br>| 5-6 | Stunning Wail. Each creature within 60 feet who can hear the crab must make a DC 16 Constitution saving throw. On a failure, a creature takes 9 (2d8) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. |
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