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Bone Crab

Small · Beast · CR 1/2 · Unaligned

Armor Class
13 (natural armor)
Hit Points and Hit Dice
33 (6d6 + 12)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
14
+2
CON
14
+2
INT
3
-4
WIS
12
+1
CHA
4
-3

Overview

Category Monsters
Size Small
Type Beast
Alignment Unaligned
XP 100
Initiative Bonus +2

Movement

Walk 10 ft (3 m)
Swim 5 ft (1.5 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Skills

Perception +3 Stealth +4

Resistances & Immunities

Damage Resistances
bludgeoning

Traits

Amphibious

The bone crab can breathe air and water.

Bone Camouflage

The bone crab has advantage on Dexterity (Stealth) checks made to hide among bones.

Limited Telepathy

The bone crab can magically communicate simple ideas, emotions, and images telepathically with other bone crabs in its pack within 100 feet of it. While within 30 feet of another bone crab, the bone crab can’t be surprised and has advantage on initiative rolls.

Pack Tactics

The bone crab has advantage on attack rolls against a creature if at least one of the crab’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Standing Leap

The bone crab’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

White Ghost Shivers

A creature that eats the meat of the bone crab or that is bitten by a creature infected with the white ghost shivers disease must succeed on a DC 11 Constitution saving throw or become infected with the disease. An infected creature develops the first symptoms after 24 hours. Symptoms include a mild chill that escalates to a fever and frightful hallucinations that give the disease its name. At the end of each long rest, the infected creature must succeed on a DC 11 Constitution saving throw or suffer one level of exhaustion. The exhaustion lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws against the disease recovers from it. Alternatively, the disease can be removed by the lesser restoration spell or similar magic.

Actions

Claw

+4 to hit, reach 5 ft (1.5 m). Hit: 2d4+2 slashing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

About Bone Crab

Bone Crab is a small beast with a Challenge Rating of 1/2. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 33 hit points (derived from 6d6 + 12).

GM Tips: Using Bone Crab

1 tips available

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

  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Bone Crab

1 strategies available

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

  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 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 Bone Crab?
Bone Crab has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Bone Crab?
Bone Crab is a Small Beast, which affects how certain spells and abilities interact with it.

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