Bearmit Crab
Large Monstrosity, unaligned (CR 2)Armor Class 14 natural armor
Hit Points 59 (7d10+21)
Speed 30 ft., swim 20 ft.
18 (+4)
13 (+1)
16 (+3)
4 (-3)
13 (+1)
6 (-2)
Skills perception 3
Senses Passive Perception 13
Languages -
Challenge Rating 2
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.
sizeLarge
typeMonstrosity
group
alignmentunaligned
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception3
damage_vulnerabilities
damage_resistancesbludgeoning
damage_immunities
condition_immunities
cr2
reactions
legendary_desc
legendary_actions
special_abilitiesname: Viscid Shell,desc: 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.,name: Keen Smell,desc: The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.,name: False Appearance,desc: While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.
spell_list
page_no52
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 52