Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Traits
Amphibious
The crab can breathe air and water.
Living Figureheads
Three magical figureheads adorn the crab’s back. While at least one figurehead remains intact, the crab has advantage on Wisdom (Perception) checks and can use its Wail.
Each figurehead is an object with AC 15, 20 hp, resistance to bludgeoning and piercing damage, and immunity to poison and psychic damage. If all the figureheads are reduced to 0 hp, the keelbreaker crab can’t use its Wail action. Damaging a figurehead does not harm the crab.
Siege Monster
The crab deals double damage to objects and structures.
Actions
Multiattack
The crab can use its Wail. It then makes two pincer attacks.
Pincer
+8 to hit, reach 10 ft (3 m). Hit: 3d8+4 bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. The crab has two claws, each of which can grapple only one target.
Wail
As long as at least one if its living figureheads remains intact, the keelbreaker crab can cause the figurehead to wail. Roll a d6 and consult the following table to determine the wail.
| d6 | Wail |
|---|---|
| 1-2 | Frightening Wail. Each creature within 60 feet who can hear the crab must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the keelbreaker crab's Frightening Wail for the next 24 hours. |
| 3-4 | Maddening Wail. Each creature within 60 feet who can hear the crab must succeed on a DC 16 Wisdom saving throw or take 18 (4d8) psychic damage. |
| 5-6 | Stunning Wail. Each creature within 60 feet who can hear the crab must make a DC 16 Constitution saving throw. On a failure, a creature takes 9 (2d8) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. |
About Keelbreaker Crab
Keelbreaker Crab is a huge monstrosity with a Challenge Rating of 9. It has a unaligned alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 157 hit points (derived from 15d12+60).
GM Tips: Using Keelbreaker Crab
1 tips available
GM Tips: Using Keelbreaker Crab
When using Keelbreaker Crab in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Keelbreaker Crab
1 strategies available
Player Guide: Facing Keelbreaker Crab
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 40 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
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 9.
Solo Encounter:
A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 9,000 XP
- Hard: 13,500 XP
- Deadly: 18,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Keelbreaker Crab?
- Keelbreaker Crab has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
- What type of creature is Keelbreaker Crab?
- Keelbreaker Crab is a Huge Monstrosity, which affects how certain spells and abilities interact with it.
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