Bone Crab

Tome of Beasts (Third Party)

Tamaño
Pequeño
Tipo
beast
Alineamiento
neutral
CA
13 (natural armor)
Puntos de golpe
33 (6d6+12)
Velocidad
walk 20 ft., swim 10 ft.
Habilidades
Perception +3, Stealth +4
Resistencias
bludgeoning
Sentidos
darkvision 60 ft.
Percepción pasiva
13
Idiomas
-
Desafío
1/2
Linaje
Crab
FUE
10
+0
DES
14
+2
CON
14
+2
INT
1
−5
SAB
12
+1
CAR
4
−3

Rasgos

Amphibious

The bone crab can breathe air and water.

Bone Camouflage

A bone crab has advantage on Dexterity (Stealth) checks while it's among bones.

Hive Mind

A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are.

Leap

Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe.

Acciones

Multiattack

The bone crab makes two claw attacks.

Claw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

White Ghost Shivers

A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally.

Otros datos

description