Crab with a Legendary Action (5e Creature)

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Crab with a Legendary Action[edit]

Tiny beast, unaligned


Armor Class 22 (natural armor)
Hit Points 195 (26d4 + 130)
Speed 40 ft., climb 30 ft., swim 50 ft.


STR DEX CON INT WIS CHA
6 (-2) 24 (+7) 20 (+5) 1 (-5) 9 (-1) 3 (-4)

Saving Throws Str +4, Dex +13, Con +11, Int +1, Wis +5, Cha +2
Skills Perception +5, Stealth +13
Proficiency Bonus +6
Senses blindsight 60 ft., passive Perception 15
Languages
Challenge 18 (20,000 XP)


Amphibious. The crab can breathe air and water.

Crab. The Crab appears to be a normal tiny crab. If the Crab is in the same space as a swarm of tiny crabs, it can join the swarm, ending its turn. While part of the swarm, it can occupy the same space that the swarm can, and acts on the swarm's turn, controlling and moving with the swarm. While part of the swarm, the Crab is considered hidden, due to being indistinguishable from the rest of the swarm. A creature that succeeds in a Wisdom (Perception) check against a DC of 20 is able to distinguish the crab from the swarm, allowing it to target the crab for spells, attacks and other effects. Otherwise, only the swarm can be targeted, and the crab makes any Saving Throws the swarm would make, and is able to use its Legendary Resistance for the swarm (if the swarm is included in an area of effect, the crab is also affected by it, and the save the crab makes applies for the swarm and itself).

Legendary Resistance (3/Day). If the crab fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The crab makes five attacks with its claws.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) bludgeoning damage.

Crab Frenzy (Recharge 5-6). The crab riles up all the crab swarms within 30 feet of it to briefly form a writhing mass of crabs centred on a point within 30 feet, with a radius of 20 feet. Any creature in this area that isn't a tiny crab or swarm of tiny crabs must make a DC 19 Constitution saving throw, taking 13 (3d8) piercing damage for each swarm that takes part in the frenzy if it fails, half as much on a success. After this, the crabs return to the swarms they originally came from.


LEGENDARY ACTIONS

The crab can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The crab regains spent legendary actions at the start of its turn.

Detect. The crab makes a Wisdom (Perception) check.
Attack. The crab makes two attacks with its claws, and can move up to half its speed.
Command Crabs (Costs 2 Actions). The crab communicates with any tiny crabs within 300 feet, allowing them to form into swarms, move up to their speed, and attack. 2d4 Swarm of Tiny Crabs (5e Creature) are formed this way (if there are any swarms of tiny crabs within 60 feet of the crab, reduce the number of swarms formed by the number of existing swarms).

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