Angler Crab (5e Creature)
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Gargantuan beast, unaligned
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.
Multiattack. The angler crab makes three attacks, one ram and two claw.
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.
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.