Illustration Xan Drake

Bearmit Crab

Creature Codex
Challenge 2
(450 XP)
Robinloft Estimated CR 3
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)
Saving Throws
Skills Perception +3
Damage Resistances bludgeoning
Senses passive Perception 13
Languages
Environments
False Appearance.

While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.

Keen Smell.

The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.

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.

Actions

Multiattack. The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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.

Bearmit Crab

Not yet described

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