King CritCrab

by PipFizzlebang

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King Crit Crab

King Critcrab

Spiciness: 5/5

This is boss fight material. While not particularly high damage, most characters are not equipped to fight underwater, and that can result in

Feeds about 3-6 players, level 5-8

Scales for: Number of Players, Player Level

Ingredients:

  • The King Critcrab
  • A Harpy
  • X Sahuagins, where X is the size of the party.

Scale for Level: Give the Critcrab 10 additional HP for every level above 5. At level 7, add +1 to ALL Save DCs.

Preparation

The Critcrab is not just a creature-- it's the center of an ecosystem, a community of collaborators. A Harpy has made a nest on the Critcrab's back, luring in potential food for it. Underneath, Sahuagins wait to loot the remains of the Critcrab's meals.

Important things to know for this encounter:

  • While Underwater:
  • A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
  • If you're holding your breath, you can't do vocal components of spells.
  • When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
  • A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

Pre-battle setup: The party will see a strange coral reef, floating in the ocean-- this is the critcrab, using it's Shell Camouflage to be unassuming. Put a treasure chest, a skeleton, something on it's back to entice them in to check it out. Meanwhile, the Sahaugins wait under it, and the harpy flies about 700ft above it (this is important). Since it's more than 0.13 miles, it's unlikely the party would notice the Harpy or even realize that it isn't a bird, but the Harpy is patiently waiting for anything to get close to the crab.

When a creature gets within 50ft of the crab, roll initiative and a DC 16 Perception check to notice the harpy dropping down into position. Any party members who fail are Surprised.

Cooking the Harpy

Round 1: You can drop 500ft in a round, as per the falling rules, so do that! Now that you're within 200ft of the back of the crab, use your Song to lure the party into the crab's reach (and off it's back if necessary).

Round 2+: Continue to stay at 200ft up (see High Altitude Combat for why), and keep as many people as possible charmed. The Harpy's role is Crowd Control. If someone gets knocked unconscious, you can use the harpy to rush in and finish them off with their 2 melee attacks (2 melee attacks at 5ft against an unconscious person means 2 auto-crits and thus 4 failed death saves).

High Altitude Combat: Since you're 200ft high now, your 300ft radious song ability will effect only 223 ft around sea level-- that's the Pythagorean theorem at work! That's still way more than enough to hit the whole party though, and many spells won't be able to reach you at this distance. Eldritch blast, for example, only has a range of 120ft. Longbows, crossbows, & Shortbows will have disadvantage at this range (even while directly beneath you) and hand crossbows are completely unable to hit you. NEAT!

Cooking the Sahuagin

Round 1+: Sahuagins are there for extra damage-- if the Critcrab is holding someone underwater, they swim up and stab it with spears. If a creature starts to get away, they chase it down with their impressive swim speed. Also, consider swapping out one of their attacks with a Grapple if a creature is escaping-- keeping them underwater is key.

Passives: Don't forget that they have advantage on attacks against literally every creature that doesn't have full HP!


King Critcrab

Huge Beast, Chaotic Youtuber


  • Armor Class 17 (Natural Armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 3 (-4) 11 (+0) 3 (-4)

  • Senses passive Perception 10, tremorsense 60ft (while in water)
  • Languages -
  • Challenge 5 (1,800 XP) Proficiency Bonus (PB) +3

Amphibious. The Critcrab can breathe air and water.

Electroreception: The Critcrab uses low levels electricity to detect prey. While at least partially submerged, it knows the location of creatures within 60ft who are also in that body of water, even around corners, except for Undead & Constructs.

Shell Camouflage. While the Critcrab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation (such as a coral reef) or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

King of Critaceans. The Critcrab is known for his vicious strikes, aiming for the fleshiest bits of adventurers. When it would make an attack roll, it crits on a 19 or 20.

Actions

Multiattack. The Critcrab makes two attacks with its claws, and one Spiked Shell Attack. If a creature is grappled by its claws, it cannot use Spiked Shell against it.

Crit Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15) & Restrained. The Critcrab has two claws, each of which can only attack the creature that claw is grappling, while it is grappling anything.

Spiked Shell: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 15 Strength Save or be knocked Prone.

Reactions

Interrupting Crab: When Critcrab is targeted by a melee attack from a creature it can see (or detect through Electroreception), it may immediately make a Spiked Shell attack as a reaction against it, before the attack is rolled.

Cooking the King Critcrab

Round 1+: The Critcrab is an impressive creature-- but not super complicated to run. Make 2 claw attacks against creatures not in the water, then hold them under the water! If someone's on your back, try hitting them with your Spiked Shell first to knock them off. If Everyone is in the water, you know exactly where they all are due to electroreception, neat!

Reactions: When a creature hits him with a melee attack, don't forget to knock them prone with your Spiked shell. Since this fires right before their attack roll, they'll have disadvantage on the attacks they make while prone. They can, however, stand up and make the rest of their attacks without disadvantage after though.


Want a little extra spice?

Make the water Murky enough to restrict vision to 5 or 10ft out. Critcrab's Electroreception will make that not effect him, and being blind will stop them from casting any spells at further than that range. Hard to cast fireball when you've reduced the range to 10ft!

Thank you for checking out this monster!

If you liked this, check out my book of Spicy 5e Encounters meant to offer your players a more challenging experience,

or check out Pip's Ode to Eccentricism for Classes, Subclasses, Player Races & more!


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