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.
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