Bearmit Crab

Creature Codex (3pp)

Tamaño
Grande
Tipo
monstrosity
Alineamiento
sin alineamiento
CA
14 (natural armor)
Puntos de golpe
59 (7d10+21)
Velocidad
walk 30 ft., swim 20 ft.
Habilidades
Perception +3
Resistencias
bludgeoning
Percepción pasiva
13
Desafío
2
FUE
18
+4
DES
13
+1
CON
16
+3
INT
4
−3
SAB
13
+1
CAR
6
−2

Rasgos

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.

Acciones

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.

Otros datos

description