Message To Doom

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Crab Knight

Large Monstrosity, Lawful Neutral

Armor Class 18 (natural armor)


Hit Points 120 (16d10 + 32)
Speed 40 ft., swim 40 ft.

STR 20 (+5) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)

Saving Throws STR +8, CON +6


Skills Perception +4, Athletics +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that
aren't silvered
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages understands Common and Aquan, but can't speak
Challenge 7 (2,900 XP)

Amphibious. The crab knight can breathe air and water.

Siege Monster. The crab knight deals double damage to objects and structures.

Shell Defense. As a bonus action, the crab knight can withdraw into its shell,
gaining a +4 bonus to AC until the start of its next turn. While in this state, the
crab knight has advantage on Dexterity saving throws and can't be moved against its
will.

Actions

Multiattack. The crab knight makes two attacks: one with its pincers and one with
its trident.

Pincers. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d6 +
5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15
Strength saving throw or be grappled (escape DC 15). The crab knight has two
pincers, each of which can grapple only one target.

Trident. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d4 +
5) piercing damage.

Rock Throw (Recharge 5-6). The crab knight hurls a large rock at a target within 60
feet. The target must make a DC 15 Dexterity saving throw, taking 22 (4d10)
bludgeoning damage on a failed save, or half as much damage on a successful one.

Note: The Crab Knight is a formidable monstrosity with the traits of both a crab
and a knight. Its strong pincers and trident make it a formidable opponent in melee
combat, capable of grappling and dealing significant damage to its foes.

The Crab Knight's shell defense ability allows it to retreat into its protective
shell, gaining increased protection and resilience. While in this state, it is more
difficult to harm and has an advantage on Dexterity saving throws.

In addition to its melee attacks, the Crab Knight can hurl rocks at its enemies
with impressive accuracy, dealing substantial bludgeoning damage from a distance.
Its amphibious nature allows it to operate effectively both on land and underwater.

With its strong defenses and crushing attacks, the Crab Knight is a stalwart
defender, upholding its lawful nature and ensuring the safety of its territory.

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