Amethyst Crab
Small Elemental, Neutral
Armor Class 16 (natural armor)
Hit Points 135 (18dd + 72)
Speed 30 ft., burrow 30 ft.
STR 18 (+4), DEX 10 (+0), CON 18 (+4), INT 2 (–4), WIS 11 (+0), CHA 8 (–1)
Skills Perception +3, Stealth +3
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities exhaustion, paralyzed, petrified, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Earth Glide. The crab can burrow through nonmagical, unworked earth and stone. While doing so, the crab doesn’t disturb the material it moves through.
Light Refractor. When the crab is hit by an attack that deals psychic damage, the crab recharges its Hypnotize ability and can choose to use Hypnotize as a reaction immediately.
Actions
Multiattack. The crab makes two pincer attacks.
Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Hypnotize (Recharge 5–6). The crab emits a flash of powerful violet light. Each creature within 30 feet must make a DC 10 Dexterity saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also restrained until the end of its next turn, but it can use a bonus action to end the restrained condition by taking 10 (3d6) psychic damage.
Amethyst Crab
Creature 5
Small, Earth, Elemental
Perception +11; darkvision, tremorsense (imprecise) 30 feet
Skills Athletics +12, Stealth +10 (+12 among crystals and in rocky areas)
Str +3, Dex +1, Con +4, Int –4, Wis +2, Cha –1
AC 20; Fort +13, Ref +8, Will +9
HP 85; Immunities bleed, paralyzed, poison, sleep; Weaknesses sonic
Refracted Mind [free-action] Trigger The amethyst crab is targeted by a mental effect; Effects The crab redirects the triggering effect to a different creature of its choice within 30 feet or absorbs the effect harmlessly, reducing the number of rounds left to recharge Hypnotize by 1.
Speed 25 feet, climb 25 feet
Melee [one-action] pincer +12, Damage 2d6+5 slashing
Hypnotize (two-actions] (light, primal, mental) The crab focuses a powerful violet beam of light at one creature within 30 feet. The target must attempt a Will save. The crab can’t Hypnotize again for 1d4 rounds.
- Success The target takes 2d8 mental damage.
- Failure The target takes 4d8 mental damage and is partially controlled by the crab on its next turn, causing it to take a single action to move a distance and direction chosen by the crab. If this movement would cause the target harm, the target can repeat the save, ending the condition on a success. If it has actions left, it can act normally.
- Critical Failure As failure, but the target takes 8d8 mental damage and is fully controlled by the crab on its next turn, though the crab can only make it take actions to move or Interact.
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