It is a repeated observation across many worlds that evolution tends to favor crab-like forms in unrelated crustaceans. If evolution can be said to have a pinnacle of this trend, it might be best embodied in the King of Crabs.
This massive specimen resembles normal crabs, but with four gigantic claws and on a scale closer to the greatest of leviathans. He possesses a keener mind than most crustaceans, and a similarly inflated ego. His goal is to further what he considers a grand design, where all either take on a crab-like appearance or bow in subserviance to the crab form.
The King of Crabs' Lair
If one were to ask the King of Crabs how far his sovereignty extends, he would lay claim to all the oceans, seas, waterfalls, rivers, lakes, estuaries, and all other bodies of water across all planes of existence. It would perhaps be more accurate to say that he holds dominion over whatever watery region he happens to currently reside in. Any such location, whether in the shallows of a harbor town or the endless depths of the Elemental Plane of Water, quickly falls under his thrall, magically transforming to better suit his tastes. Even this more limited scope of influence would be argued by His Majesty to indicate an example of "divine carcinization" and proof of his right of dominion over all creatures of the sea.
Lair Actions
On initiative count 20 (losing initiative ties), the King of Crabs takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
All creatures within 60 feet of him that have a swimming speed must succeed on a DC 18 Wisdom saving throw or be magically charmed by him. A creature charmed in this manner obeys the King of Crabs' verbal or telepathic commands and considers him to be an ally they must protect. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts as long as the King of Crabs isn't dead or on another plane of existence. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the King of Crabs' charms for the next 24 hours.
Pools of water within 120 feet of the King of Crabs surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
Pools of water within 120 feet of the King of Crabs erupt in a flurry of angry crabs. Any creatures in such pools of water must succeed on a DC 16 Dexterity saving throw or their speed is reduced to 0 as the crabs weigh them down and hold them in place with their claws. Creatures can spend an action to brush the crabs off of themselves or another creature, ending the effect. Otherwise, the effect ends on initiative count 20 on the next round.
Regional Effects
The region containing the King of Crabs' lair is warped by his magic, which creates one or more of the following effects:
The air within 6 miles of the lair is covered in a thin blanket of fog, and is considered lightly obscured. The fog can be dispersed locally for 2d10 minutes with a strong wind.
The land and waters within 6 miles of the lair have an unusually large crab population. These crabs are all instincually compelled to gradually seek out and congregate near non-crab creatures that wander within this range.
The King of Crabs can see through the eyes of all crabs within 6 miles of the lair, similar to the effect of a scrying spell. As an action, the King of Crabs can use one of these crabs as a remote conduit. The King of Crabs can sense, speak, and use telepathy from the conduit crab’s position as if present at that position. Once this connection is established, it lasts for as long as the King of Crabs maintains concentration (as if concentrating on a spell) or until the conduit crab dies.
If the King of Crabs dies, the first two effects fade gradually over the course of 3d10 days.
Amphibious. The King of Crabs can breathe air and water.
Clawful Ruler. All crabs within 60 feet of the King of Crabs are charmed by him and obey his verbal or telepathic commands. This effect lasts until the King of Crabs is dead or on another plane of existence.
Legendary Resistance (3/Day). If the King of Crabs fails a saving throw, he can choose to succeed instead.
Magic Resistance. The King of Crabs has advantage on saving throws against spells and other magical effects.
Magic Weapons. The King of Crabs’ weapon attacks are magical.
Siege Monster. The King of Crabs deals double damage to objects and structures.
Actions
Multiattack. The King of Crabs makes four attacks with its claws.
Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage, and the target is grappled (escape DC 20). The King of Crabs has four claws, each of which can grapple only one target.
Swallow. The King of Crabs attempts to swallow a Large or smaller creature grappled by its claws. The creature must succeed on a DC 20 Dexterity saving throw or it is swallowed by the King of Crabs. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the King of Crabs, and takes 36 (8d8) acid damage at the start of each of the King of Crabs’ turns. If the King of Crabs takes 50 damage or more on a single turn from a creature inside it, the King of Crabs must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the King of Crabs. If the King of Crabs dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone.
Summon Crabnado (3/Day). The King of Crabs summons a crabnado in an unoccupied space of his choice within 30 feet of him. The crabnado shares the King of Crabs' initiative and takes its turn immediately after him.
Carcinization (1/Day). The King of Crabs attempts to transform up to three non-crab creatures within 30 feet. A creature must succeed on a DC 19 Wisdom saving throw or be cursed. While cursed in this manner, the creature is transformed into a crab the same size or smaller than the original creature, such as a crab or giant crab (the King of Crabs chooses the form for each target). This effect persists even if the transformed creature is reduced to 0 hit points or dies; only removing the curse can restore the creature's original form.
Reactions
Shell Defense. When the King of Crabs is hit by an attack, he withdraws into his shell. Until he emerges, he gains a +4 bonus to AC (including against the triggering attack, potentially causing it to miss) and has advantage on Strength and Constitution saving throws. While in his shell, the King of Crabs is prone, his speed is 0 and can’t increase, he has disadvantage on Dexterity saving throws, and he can’t take actions or reactions. He can emerge from his shell as a bonus action.
Legendary Actions
The King of Crabs can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The King of Crabs regains spent legendary actions at the start of his turn.
Claw. The King of Crabs uses his Claw action.
Shell Defense (Costs 2 Actions). The King of Crabs uses his Shell Defense to withdraw into or emerge from his shell.
Swallow (Costs 3 Actions). The King of Crabs uses his Swallow action.
Crabnado (Challenge 3)
Lore
Such is the King of Crabs' mastery over all crustaceans that he can even summon them as a whirling force of unnatural pinchy destruction. These "crabnados" are a swarm of giant crabs magically suspended in the air, pincers akimbo and ready to scratch at whatever comes close.
Attributes
Huge swarm of Medium beasts (giant crabs), unaligned
Amphibious. The crabnado can breathe air and water.
Swarm. The crabnado can occupy another creature’s space and vice versa, and the crabnado can move through any opening large enough for a Medium creature. The crabnado can’t regain hit points or gain temporary hit points.
Whirlwind. The crabnado's space is considered difficult terrain and heavily obscured. A creature that starts its turn in the crabnado's space must succeed on a DC 13 Strength saving throw or take 14 (4d6) bludgeoning damage as it is pummelled by flying crabs.
Actions
Multiattack. The crabnado makes two attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the crabnado's space. Hit: 18 (4d8) slashing damage, or 9 (2d8) slashing damage if the crabnado has half of its hit points or fewer.
Eject. The crabnado attempts to throw one target in the crabnado's space. The target must succeed on a DC 13 Dexterity saving throw or it is thrown 15 feet away from the crabnado in a random direction and lands prone. If the target encounters either an object or a Medium or smaller creature in its thrown path, the creature or object must succeed on its own DC 13 Dexteriry saving throw or it takes 7 (2d6) bludgeoning damage and also falls prone.
[id: monster stat block for the King of Crabs, depicting a crab wearing a crown]
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