Bearmit Crab
Creature Codex
(450 XP)
Robinloft Estimated
CR
3
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
Duplication and Templates
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