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Firewalker




While just under 10 feet tall, most of this crustacean's height comes from its spindly, spider-like legs. Its black shell is lit from underneath by hundreds of nodes of unnatural heat. This grants the firewalker an appearance not unlike a smoldering hunk of coal. The ground ends up scorched where the creature walks. A trio of stalks end in deep-red eyes at the front of the monstrosity. Massive crab claws clack and spark in anticipation of a fresh, hot meal.

Arctic Hunter. Firewalkers are usually found in colder climes despite their fiery nature. The land crabs prefer the robust prey found in such terrain such as bears and elk. Besides converting deep snow into fog banks just by walking through them, firewalkers will suck up melting slush. The super-heated liquid is then stored in a secondary gullet so it can be shot at a potential meal and knocked it off its feet before the firewalker engages it in melee.


Firewalker

Large monstrosity, unalignment

Armor Class 16 (natural armor)

Hit Points 51 (6d10 + 18)

Speed 30ft

Str 17 Dex 12 Con 16 Int 3 Wis 10 Cha 4

Damage Immunities cold, fire

Senses passive Perception 10

Languages-

Challenge 5 (1800 XP)

Long Legs.

The firewalker's movement is not effected by difficult terrain. Due to the scorched earth its tracks leave behind, creatures gain Advantage on Wisdom (Survival) to track a firewalker.

Burning Grasp.

If a creature end its turngrappled by the firewalker it must succeed on a DC 14 Constitution save or take 14 (4d6) fire damage.

Actions

Multiattack.

The firewalker makes two claw attacks as one action

Pincer.

Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 14 (3d6 + 3) bludgeoning damage and . In addition the creature is grappled, DC 14 providing at least one pincer is not currently grappling a creature. The firewalker may grapple up to two large or smaller creatures this way and loses one pincer attack for each creature it grappled.

Scalding Jet (Recharge 5-6).

Scalding Jet (Recharge 5-6). The firewalker vomits a tight stream of super-heated water in a 30ft line that is 5ft wide. Creatures in the area of effect must succeed on a DC 14 Dexterity save or take 10 (3d6) bludgeoning and 10 (3d6) fire damage and be knocked prone. On success, creatures take half as much damage and are not knocked prone.

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