AC 14 (natural armor)
HP 104 (16d12; bloodied 52)
Speed 40 ft., swim 40 ft.
Proficiency +3; Maneuver DC 16
Skills -
Damage Immunities poison
Damage Resistances necrotic
Damage Vulnerabilities bludgeoning
Condition Immunities fatigued , poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 9
Languages —
Ghouls. The crab contains 7 ghouls . Due to the huge crab’s state of decay, the location struck matters. Creatures who attack it must choose one of the squares it occupies that they can target. On a successful hit, a ghoul falls prone into that space. When the crab is reduced to 0 hit points, any ghoul still inside takes crawls out on its turn.
ACTIONS
Multiattack. The huge skeletal crab makes two pincer attacks.
Pincer. Melee Weapon Attack: +8 to hit; reach 10 ft., one target. Hit: 17 (3d8 + 5) slashing damage. On a success, the target must make a DC 16 Strength or Dexterity saving throw or become grappled (escape DC 16). The crab can grapple up to two creatures.
BONUS ACTIONS
Stuffing. If the crab has a Medium or smaller creature grappled , it stuffs the creature into its shell, taking 5 points of damage itself but trapping its target. The creature moves with the crab, but is considered restrained (escape DC 16). Every turn the creature remains restrained, each ghoul that is still inside the crab can make an attack against it with disadvantage .
Combat
The crab prioritizes grappling creatures and stuffing them into its exoskeleton, despite the damage it takes.
This huge undead crab is stuffed with ghouls .