Bearmit Crab

Large Monstrosity, unaligned

Armor Class 14 (natural armor)

Hit Points 59 (7d10+21)

Speed swim +20, walk +30

Challenge 2

STR
18
+4
DEX
13
+1
CON
16
+3
INT
4
-3
WIS
13
+1
CHA
6
-2

Skills perception +3

Damage Resistances bludgeoning

Senses Passive Perception 13

Languages -

Special Abilities

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.

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

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

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 · OGL/Open