Bearmit Crab
Bearmit Crab
Large monstrosity, unaligned
- Armor Class 14 (natural armor)
- Hit Points 59 (7d10+21)
- Speed 30 ft., swim 20 ft.
- STR
18 (+4) - DEX
13 (+1) - CON
16 (+3) - INT
4 (-3) - WIS
13 (+1) - CHA
6 (-2)
- Skills Perception +3
- Damage Resistances bludgeoning
- Senses Passive Perception 13
- Languages -
- Challenge 2 (450 XP)
- 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.