Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
-
Resistances & Immunities
Environments
Traits
Amphibious
The bone crab can breathe air and water.
Bone Camouflage
A bone crab has advantage on Dexterity (Stealth) checks while it's among bones.
Hive Mind
A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are.
Leap
Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe.
Actions
Claw
+4 to hit, reach 5 ft (1.5 m). Hit: 2d6 slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Multiattack
The bone crab makes two claw attacks.
White Ghost Shivers
A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally.
About Bone Crab
Bone Crab is a small beast with a Challenge Rating of 1/2. It has a neutral alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 33 hit points (derived from 6d6+12).
Bone Crab has communication capabilities including -. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Bone Crab
1 tips available
GM Tips: Using Bone Crab
When using Bone Crab in your D&D 5e campaign, consider these tactical approaches:
-
Aquatic Combat: This creature can swim at 10 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Bone Crab
1 strategies available
Player Guide: Facing Bone Crab
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 10 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 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
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.
- What languages does Bone Crab speak?
- Bone Crab can communicate in -.
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