Wiki › Monsters & Creatures

Bearmit Crab 2014

CR 2 monstrosity

Large monstrosity, unaligned


Armor Class
14 (natural armor)
Hit Points
59 (7d10+21)
Speed
30 ft., swim 20 ft.

STR18 (+4)
DEX13 (+1)
CON16 (+3)
INT4 (-3)
WIS13 (+1)
CHA6 (-2)

Saving Throws
Skills
Perception +3
Resistances
bludgeoning
Senses
passive Perception 13
Languages
-
Challenge
2 (450 XP) · Proficiency Bonus +2

False Appearance.

While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.

Keen Smell.

The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.

Viscid Shell.

When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.

Actions

Multiattack.

The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.

Claw.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details