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Crabs

Crab Lore
Crab Tactics
Fiddler Crab Coconut Crab
Tiny beast, unaligned Small beast, unaligned

Armor Class 11 Armor Class 12


Hit Points 2 (1d4) Hit Points 2 (1d4)
Speed 20 ft., swim 20 ft. Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) 11 (+0) 12 (+1) 13 (+1) 1 (-5) 8 (-1) 2 (-4)

Skills Stealth +2 Skills Stealth +3


Senses Passive Perception 9 Senses Passive Perception 9
Challenge 0 (10 XP) Languages Coconut Crab
Challenge 1/8 (25 XP)
Chemoreception. While submerged in a body of
water, the crab can detect the presence and Chemoreception. While submerged in a body of
location of creatures in that water within 60 ft. water, the crab can detect the presence and
location of creatures in that water within 60 ft.
Pinch. When the crab takes the Help action to grant
an attack advantage against a target within 5 ft. that Pinch. When the crab takes the Help action to grant
is Concentrating, the target must make a DC 10 an attack advantage against a target within 5 ft. that
Concentration check. is Concentrating, the target must make a DC 11
Concentration check.
Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Actions
one target. Hit: 1 (1d1) bludgeoning damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Wave. The crab raises its claw, waving it to attract Instead of dealing damage, the crab can become
attention. Each creature that can see the crab Attached to the target (remove DC 11)
subtracts 2 (1d4) from Wisdom (Perception)
checks that it makes to perceive creatures other Crush. One creature grappled by the crab must
than the crab on its following turn. succeed on a DC 11 Constitution saving throw or
take 7 (2d6) bludgeoning damage and suffer
Reactions disadvantage on attack rolls that use Strength until
the end of its next turn.
Scuttle. As a reaction to being forced to make a
saving throw against a spell or magical effect, the Reactions
crab moves up to 5 ft. If this movement puts the
crab out of range or area of the spell or magical Scuttle. As a reaction to being forced to make a
effect, the crab is unaffected. saving throw against a spell or magical effect, the
crab moves up to 5 ft. If this movement puts the
crab out of range or area of the spell or magical
effect, the crab is unaffected.
Spider Crab Dire Crab
Medium beast, unaligned Large beast, unaligned

Armor Class 15 (Natural Armor) Armor Class 16 (Natural Armor), 14 while reduced
Hit Points 13 (3d8) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4) 17 (+3) 15 (+2) 14 (+2) 1 (-5) 9 (-1) 3 (-4)

Skills Stealth +4 Skills Stealth +4


Senses Passive Perception 9 Senses Passive Perception 9
Challenge 1/4 (50 XP) Languages Coconut Crab
Challenge 2 (450 XP)
Chemoreception. While submerged in a body of
water, the crab can detect the presence and Chemoreception. While submerged in a body of
location of creatures in that water within 60 ft. water, the crab can detect the presence and
location of creatures in that water within 60 ft.
Actions Brittle Shell. If the crab takes 10 or more
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., bludgeoning damage from a single source, its AC is
one target. Hit: 4 (1d6 + 1) bludgeoning damage reduced to 14 until it completes a short or long
and the target is grappled (escape DC 11). rest.

Crush. One creature grappled by the crab must Actions


succeed on a DC 11 Constitution saving throw or
take 7 (2d6) bludgeoning damage and suffer Multiattack. The crab makes two attacks with its
disadvantage on attack rolls that use Strength until claws.
the end of its next turn. Claw. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage
Reactions and the target is grappled (escape DC 14).
Scuttle. As a reaction to being forced to make a Crush. One creature grappled by the crab must
saving throw against a spell or magical effect, the succeed on a DC 13 Constitution saving throw or
crab moves up to 10 ft. If this movement puts the take 17 (5d6) bludgeoning damage and suffer
crab out of range or area of the spell or magical disadvantage on attack rolls that use Strength until
effect, the crab is unaffected. the end of its next turn.

Reactions
Scuttle. As a reaction to being forced to make a
saving throw against a spell or magical effect, the
crab moves up to half its speed. If this movement
puts the crab out of range or area of the spell or
magical effect, the crab is unaffected.
Giant Crab
Huge beast, unaligned

Armor Class 17 (Natural Armor), 14 while reduced


Hit Points 126 (12d12 + 48)
Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 15 (+2) 19 (+4) 1 (-5) 9 (-1) 3 (-4)

Skills Athletics +8
Senses Passive Perception 9
Challenge 7 (2,900 XP)

Chemoreception. While submerged in a body of


water, the crab can detect the presence and
location of creatures in that water within 60 ft.
Brittle Shell. If the crab takes 20 or more
bludgeoning damage from a single source, its AC is
reduced to 14 until it completes a short or long
rest.

Actions
Multiattack. The crab makes two attacks with its
claws.
Claw. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 21 (3d10 + 5) bludgeoning damage
and the target is grappled (escape DC 16).
Crush. One creature grappled by the crab must
succeed on a DC 16 Constitution saving throw or
take 45 (10d8) bludgeoning damage and suffer
disadvantage on attack rolls that use Strength until
it completes a short or long rest.

Reactions
Scuttle. As a reaction to being forced to make a
saving throw against a spell or magical effect, the
crab moves up to half its speed. If this movement
puts the crab out of range or area of the spell or
magical effect, the crab is unaffected.
Art Credits You Found the Free Books!
Crystacean by Mathias Kollros
Scuttletide by Yeong-Hao Han
Bisk, Goblin King by Rae Elderidge

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