Giant Hermit Crab (5e Creature)

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Giant Hermit Crab[edit]

Medium beast, unalligned


Armor Class 18
Hit Points 45 (7d8 + 14)
Speed


STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 15 (+2) 2 (-4) 9 (-1) 3 (-4)

Skills Stealth +5
Damage Vulnerabilities Fire
Damage Resistances piercing,slashing, and force
Condition Immunities prone
Senses passive Perception 9, blindsight 30 ft.
Languages


Amphibious. The Giant Hermit Crab can breathe air and water.

ACTIONS

Multiattack. The crab makes two claw attacks or two fling detritus attacks

Claw. Melee Weapon Attack: Melee Weapon attack: +6 to hit, reach 10ft. one target. The target is grappled(escape DC 14) until the grapple ends the target is restrained. The crab has two claws, each of which can grapple only one target. Hit: 14 (3d6+4) bludgeoning

Fling Detritus. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, blinding

Construct Shell (Recharges after a short or long rest). The crab constructs a shell out of a huge object it can reach. if the crab's shell has been destroyed this new shell allows it to use shell defense and has the same statistics of its normal shell.

Shell Defense The crab withdraws into its shell, gaining a +2 bonus to its AC; +7 if attack roll is less than 20 and 1/2 of all damage until it emerges. It can emerge from its shell as a bonus action on its turn. The hermits crab's has separate hit points from the crab and can be attacked. The shell has AC 9, 27 hit points and immunity to poison and psychic damage. If the shell is destroyed the crabs AC is reduced to 13 and cannot use shell defense.


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