b'Kallidu Crawler \n'b'  Family:   Kallidu  \n'b'  Large   construct ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  104 (11d10 + 44)  Speed  30 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX:  17 (+3)  CON:  19 (+4)  INT:  16 (+3)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Acrobatics  +6,  Athletics  +7  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks, poison  Senses  darkvision 120 ft., passive  Perception  10  Languages  understands Aquan and Common; telepathy 60 ft.  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'   Nowhere to Run . The crawler can make one beam  attack  as a bonus action against a creature it has  grappled . \n'b'  Sea Commander . While in the crawler, a kallidu can issue commands to any creature it can see within 60 feet of CR 1 or lower with an intelligence of 4 or less that has a swimming speed. \n'b'  Magic Resistance . The crawler has advantage on saving throws against spells and other magical effects. \n'b'  Minor Telekinesis . The crawler can move or carry up to 10 pounds of objects in a 30 ft radius with its mind. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. This trait can\xe2\x80\x99t be used to  attack , or to activate magic items. \n'b'  Glassed Protection . While in the crawler, a kallidu can breathe normally, even when out of water and it can\xe2\x80\x99t be the target of spells. If the crawler reaches 0  hp , the kallidu inside is ejected 10 feet in a random direction. \n'b'  Actions \n'b'   Multiattack . The crawler makes three attacks: two with its claws and one with a beam. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) bludgeoning damage, and the target is  grappled  (escape DC 15). The crawler has two claws, each of which can grapple only one target. \n'b'  Eldritch Beam . The crawler targets a creature it can see within 60 feet. The target rolls a DC 14  Dexterity  saving throw, taking 35 (6d10) force damage on a failed save, or half as much damage on a successful one. \n'b'  Fear Beam . The crawler targets a creature it can see within 60 feet. The targeted creature must succeed on a DC 14  Wisdom  saving throw or be  frightened  until the start of the crawler\xe2\x80\x99s next turn. \n'b'  Paralyzing Beam (Recharge 5-6) . The crawler targets a creature it can see within 60 feet. The targeted creature must succeed on a DC 14  Constitution  saving throw or be  paralyzed  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  About \n'b' Kallidus are found in a wide variety of colors and appearances and vary from two to three feet in length. Naturalists have found that the only physical difference between a kallidu and a typical tropical fish is the abnormally large size of a kallidu\xe2\x80\x99s skull. This large skull houses a powerful mind capable of building magic-powered machines. These intelligent fish are nearly defenseless, but make for powerful foes while operating one of their machines. \n'b'  Gather &amp; Build . Kallidus appear to have only two objectives in mind: gather resources and build magical machines. Their need to aggressively gather resources has led them to slaughter of surface dwellers trying to protect their property. Technologically-advanced people have been heavily targeted, and pay a bounty for any kallidus that are captured or killed. \n'b'  A Mad Wizard\xe2\x80\x99s Creation . Kallidus were created by a renegade wizard. The wizard was hunted down, but the kallidus continue to grow in numbers and efficiently gather and build.\xc2\xa0Whether they have minds of their own or are just pawns in their creator\xe2\x80\x99s plan is still unclear. \n'b'  Sea Commanders . Kallidus have few physical gifts, but they can accomplish great things by commanding lesser creatures with their psionic abilities. Kallidus typically order their minions to gather materials from shipwrecks, underwater ruins, and even surface communities.'