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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.