Sand Crab (creature)

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←  #267: Rusty Swordfish
Bestiary
 Sand Crab 
#269: Sand Seal  →
Sand Crab
Small beast, chaotic evil
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Armor Class 12 (natural armor)
Heart Points 10 (3d6)
Speed 20 ft., swim 20 ft.
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STR
8 (-1)
DEX
11 (+0)
CON
11 (+0)
INT
1 (-5)
WIS
8 (-1)
CHA
2 (-4)
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Senses blindsight 30 ft., passive Perception 9
Languages
Challenge 1/4 (50 XP) Proficiency Bonus +2    
Challenge Alternatives 0, 1/4, 2
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Amphibious. The sand crab can breathe air and water.

Crabwalk Dash. The sand crab can use its bonus action to Dash, but only if it didn't use this bonus action on its last turn.


Actions

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

Sand Scoop. The sand crab burrows up to 10 feet through loose sand.

“A crab with large pincers found near bodies of water. [...] Sand crabs do a fair amount of damage and require caution if approached.”
Encyclopedia

These small, monstrous crabs are found on many beaches from seas to rivers. Despite being not much smaller than a normal crab, their comparatively massive pincers can pack an incredible punch. Worse, they aggressively chase down seemingly anyone that wanders into their sandy domain.
     Sand crabs have an easier time walking sideways—like typical crabs—but have a strangely hard time turning around. It's surprisingly easy to evade them with a little know-how.
     Environment: Coastal, Lake

Related pages

  • There are a few different smaller crabs in Hyrule with different stat blocks and challenge ratings: 0, 1/4, and 2
  • Lobarrier (creature), a Large crab-like monster with an almost impenetrable guard
  • Crayk (creature), a Huge hermit crab boss monster that can turn invisible at will