Bearmit Crab
Large Monstrosity, unaligned. CR 2, AC 14, 59 HP. Traits: Viscid Shell, Keen Smell, False Appearance.
- Armor class
- 14
- Hit points
- 59
- Challenge
- 2
- Creature type
- Monstrosity
- Size
- Large
- Alignment
- unaligned
Stat block
- Cha
- 6
- Con
- 16
- Dex
- 13
- Int
- 4
- Str
- 18
- Wis
- 13
- Speed
- Swim: 20; Walk: 30
- Senses
- Passive Perception 13
- Skills
- Perception: 3
- 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.
- Languages
- -
- Special abilities
- 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.
- Damage resistances
- bludgeoning
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).