Bearmit Crab

Creature Codex (3pp)

Size
Large
Type
monstrosity
Alignment
unaligned
AC
14 (natural armor)
Hit Points
59 (7d10+21)
Speed
walk 30 ft., swim 20 ft.
Skills
Perception +3
Resistances
bludgeoning
Passive Perception
13
Challenge
2
STR
18
+4
DEX
13
+1
CON
16
+3
INT
4
−3
WIS
13
+1
CHA
6
−2

Traits

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.

Other data

description