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).

Every licence notice Tavern Bag relies on.