Angler Crab (5e Creature)

Angler Crab

Gargantuan beast, unaligned


Armor Class 18 (natural armor)
Hit Points 231 (14d20 + 84)
Speed 40 ft., swim 20 ft.


STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 22 (+6) 3 (-4) 14 (+2) 8 (-1)

Saving Throws Strength +9, Constitution +8
Skills Perception +4
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14
Languages
Challenge 13 (10,000 XP)


Amphibious. The angler crab can breathe air and water.

Charge. If the angler crab moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Sunlight Sensitivity. While in sunlight, the angler crab has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The angler crab makes three attacks, one ram and two claw.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (5d4 + 4) slashing damage, and the target is grappled (escape DC 17) and restrained until the grapple ends.

Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage.


A massive reddish-brown crab, so named for a pair of illicia sprouting from its claws. Unlike its namesake, however, the angler crab doesn’t attempt to lure prey, instead charging towards it and using speed and ferocity to secure a meal.
Angler crabs are found in underground lakes and oceans. They can live for centuries, although molting may eventually become too difficult and energy-intensive to survive.

Variant: Eastern Angler Crab

A slightly larger and more ferocious subspecies with a dark blue shell, the eastern angler crab has 247 HP (15d20 + 90), a +11 bonus to melee attack rolls instead of +10, and the following action.

Roar (Recharge 5-6). Each creature of the eastern angler crab’s choice within 90 feet which can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can remake the save at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the crab’s Roar for 24 hours.


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