Driftwood Cathedral Crab
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Driftwood Cathedral Crab
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Lore: Driftwood Cathedral Crab
Origins:
When the tide claimed the coastal cathedrals of the old faith, their sanctified timbers and stained glass were swept into the abyss. In the centuries since, colossal hermit crabs have adopted these ruins as shells, unknowingly carrying fragments of divine power. Pilgrims call them “Walking Shrines”, believing they bear blessings—or curses—of the drowned gods.
Behavior:
Unlike common salvage crabs, Cathedral Crabs exhibit strange patterns: they pause at dawn and dusk as if in prayer, their shells glowing faintly with sea-glass light. Some claim to hear hymns in the wind around them. They are fiercely territorial, defending their relic-shells with zeal, and storms often follow in their wake.
Role in the World:
Living Sanctuaries: Coastal priests seek these crabs to perform rites upon their shells, believing the beasts are conduits to forgotten deities.
Arcane Pilgrimage: Wizards hunt them for the latent magic in their shells—runes etched by centuries of salt and faith.
Prophetic Omens: Sailors swear that seeing a Cathedral Crab before a voyage foretells either divine favor or doom.
Adventure Hooks:
A Cathedral Crab wanders into a fishing hamlet during a lunar eclipse; its stained glass glows with runes spelling a prophecy.
A cult seeks to capture one to consecrate a drowned god’s return—PCs must stop the ritual.
A Cathedral Crab’s shell houses a relic that can calm storms, but the beast roams a kraken-infested trench.
Stat Block: Driftwood Cathedral Crab
Huge Monstrosity (Titan), Unaligned
Armor Class: 18 (sanctified shell)
Hit Points: 195 (17d12 + 85)
Speed: 40 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
22 (+6) | 12 (+1) | 20 (+5) | 4 (−3) | 14 (+2) | 10 (+0) |
Saving Throws: Str +9, Con +8, Wis +5
Skills: Athletics +9, Religion +2 (instinctual), Perception +5
Damage Resistances: Radiant, Necrotic
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 15
Languages: Understands Celestial and Aquan but cannot speak
Challenge: 9 (5,000 XP)
Proficiency Bonus: +4
Traits
Amphibious. The crab can breathe air and water.
Sanctified Shell. While wearing a cathedral shell, AC is 18 and it emits dim light in a 30 ft. radius. Allies within 10 ft. gain +1 to saving throws against fear.
Aura of Tide and Faith. At the start of its turn, creatures of its choice within 20 ft. regain 1d6 hit points if they are not undead or fiends.
Siege Monster. Deals double damage to objects and structures.
Divine Conduit. Once per day, the crab can channel divine energy to cast Control Water or Calm Emotions (Wisdom-based, DC 15).
Actions
Multiattack. Two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) bludgeoning damage and grapple (escape DC 17).
Shell Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 6) bludgeoning damage; target must succeed on DC 17 Strength save or be knocked prone.
Radiant Surge (Recharge 5–6). Emits a burst of divine light in a 30 ft. radius. Each hostile creature must make a DC 16 Constitution save or take 27 (6d8) radiant damage and be blinded until the end of its next turn.
Legendary Actions (Optional for Boss Encounters)
The crab can take 2 legendary actions, choosing from the options below:
Move. The crab moves up to half its speed.
Claw Attack. Makes one claw attack.
Sanctified Pulse (Costs 2 Actions). Emits a wave of holy energy; allies within 20 ft. gain 10 temporary hit points.
Variants
Prophet Crab (CR 10): Gains Commune once per day and can speak in riddles through echoing hymns.
Stormbearer Crab (CR 11): Aura causes constant rain and disadvantage on ranged attacks within 60 ft.; can cast Call Lightning once per day.