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
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.