b'Giant Mantis Shrimp \n'b'  Large   beast ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  110 (13d10 + 39)  Speed  15 ft., burrow 15 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  16 (+3)  INT:  1 (\xe2\x80\x935)  WIS:  12 (+1)  CHA:  8 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +2,  Perception  +4,  Stealth  +4  Senses  truesight 60 ft., passive  Perception  13  Languages  \xe2\x80\x94  Challenge  5 (1,800 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Fluorescing Challenge . The giant mantis shrimp has advantage on  Charisma  ( Intimidation ) checks while agitated, as its natural fluorescence flashes in a disorienting array. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The giant mantis shrimp makes two Sonic Claw attacks. \n'b'  Sonic Claw .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 11 (2d6 + 4) piercing damage. The target is  grappled  (escape DC 14) if it is a Medium or smaller creature and the giant mantis shrimp doesn\xe2\x80\x99t have another creature  grappled . Whether or not the  attack  hits, the target must succeed on a DC 14  Constitution  saving throw or take 5 (1d10) thunder damage and be  deafened  and  stunned  until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Water Jet . Each creature within 5 feet of the shrimp must succeed on a DC 14  Dexterity  saving throw or be  blinded  until the start of its next turn. The shrimp then swims up to half its swimming speed without provoking opportunity attacks. The giant crustacean coruscates in richly colored patterns, hinting at additional colors that are indiscernible for most. \n'b'\n'b' ABOUT \n'b' Giant mantis shrimps are predatory, carnivorous crustaceans that live in tropical and subtropical seas. \n'b'  Sonic Assault . Giant mantis shrimps are devasting in close-range combat. Their strikes hit with staggering speed, and even if the initial  attack  misses, the resulting shock wave created by the assault may finish off a target. The shrimp uses this  attack  to stun prey before tearing it to shreds and devouring the pieces. \n'b'  Magical Eyes . These creatures have remarkable vision, able to discern colors and details most other creatures can\xe2\x80\x99t. Between its sonic  attack  and its vision, the giant mantis shrimp has inspired both engineers and magic users. \n'b'  Coastal Nightmares . Giant mantis shrimp spell trouble for coastal inhabitants, from clearing out fisheries to destroying piers, levees, and other seaside fortifications. \n'b' Though they tend to stay on or near the seafloor, they can pursue fishing boats docking with a fresh haul. Those who have tried to domestic the creatures have met with disastrous ends, as the shrimp destroy their encasements and a swathe of homes or vessels on their way out. \n'b' Variant \n'b' Some giant mantis shrimp wield claws that resemble clubs more than spears. These mantis shrimp are especially devastating to terrain and structures, and are sometimes enchanted to serve  deep ones  or  sahuagin . A siege mantis shrimp gains the following additional trait: \n'b'\n'b'  Siege Monster . The mantis shrimp deals double damage to objects and structures. \n'b'\n'b' In addition, the giant mantis shrimp has the following action option in place of Multiattack and Sonic Claw: \n'b'\n'b'  Sonic Smash .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 18 (4d6 + 4) bludgeoning damage. In addition, either nonmagical armor or a nonmagical shield worn or carried by the target (the shrimp\xe2\x80\x99s choice) is partly destroyed and takes a permanent and cumulative ?1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Whether or not the  attack  hits, the target and any creature within 5 feet of it, other than the shrimp, must succeed on a DC 14  Constitution  saving throw or take 11 (2d10) thunder damage and be  deafened  and  stunned  until the end of its next turn.'