The spirit of a king crab that Totemists are often attached to. This Totem Spirit accompanies their Totemist as a physical manifestation of their determination.
Medium Aquatic Beast
Hit Points
26
Speed
30 ft
AC
14
Fortitude
14
Reflex
12
Will
9
Str
14 (+2)
Dex
14 (+2)
Con
18 (+4)
Int
5 (-3)
Wis
5 (-3)
Cha
8 (-1)
Burrowing. The creature can Burrow up to it’s maximum Speed.
Water-breathing. The creature can breathe in water and is unaffected by DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet..
Actions
Pincer (Str). +5 to hit AC. 1d6+4 Piercing damage and the target is GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple.. The King Crab may Grapple up to two targets at a time, provided it is one Size or more larger than the creatures.