Bearmit Crab

Large Monstrosity, unaligned (CR 2)

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)

CHR

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
Other formats: JSON

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