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Bearmit Crab

Large · Monstrosity · CR 2 · Unaligned

Source. Creature Codex
Armor Class
14 (natural armor)
Hit Points and Hit Dice
59 (7d10+21)
Challenge Rating CR
2

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Unaligned
XP 450
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 20 ft (6.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 13

Skills

Perception +3

Languages

-

Resistances & Immunities

Damage Resistances
bludgeoning

Traits

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

Bite

+6 to hit, reach 5 ft (1.5 m). Hit: 1d8+4 piercing damage.

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

Claw

+6 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 bludgeoning damage.

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.

Multiattack

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

About Bearmit Crab

Bearmit Crab is a large monstrosity with a Challenge Rating of 2. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 59 hit points (derived from 7d10+21).

Bearmit Crab has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Bearmit Crab

1 tips available

When using Bearmit Crab in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 20 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Bearmit Crab

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 20 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 2.

Solo Encounter:

A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Bearmit Crab?
Bearmit Crab has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
What type of creature is Bearmit Crab?
Bearmit Crab is a Large Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Bearmit Crab speak?
Bearmit Crab can communicate in -.

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