b'Tentacle Crab \n'b'  Large   aberration ,  lawful evil  \n'b'  Armor Class  17 (natural) \n'b' Hit Points  29 (16d10+12) \n'b' Speed  20 ft.; swim 40 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  17 (+3)  INT:  6 (-2)  WIS:  17 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +2 \n'b' Damage Resistances  piercing, slashing \n'b' Senses   darkvision  60 ft., Passive  Perception  12 \n'b' Languages  Aquan, Deep Speech \n'b' Challenge  10 (5,900 XP) \n'b' SPECIAL Traits \n'b'\n'b'  Amphibious . The ulat-kini can breathe both air and water. \n'b'  Detachable tentacle . Once a tentacle crab has successfully  grappled  an opponent, it may use a  reaction  to detach the tentacle. The consistency of the gel that makes up the tentacle becomes extremely tacky, increasing the escape DC to 18. A typical creature has 4 tentacles and regrows a detached tentacle with a Recharge roll of 5-6. \n'b'  Regeneration . The tentacle crab regains 5  hit points  at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The tentacle crab makes four attacks, two with its tentacles and two with its bite. \n'b'  Tentacle .  Melee Weapon Attack : +9 to hit, reach 15 ft., one target,  Hit : 14 (2d8+5) bludgeoning damage. If the target is a creature, it becomes  grappled  (escape DC 16). \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target,  Hit : 10 (1d8+5) piercing damage. \n'b'\n'b' This horse-sized crustacean has four arms, two on each end of its shell. The arms sprout bizarre ectoplasmic tentacles, which lash the air with abandon. Between each set of arms is a wicked-looking set of jaws. A long stalk rises from the center of its shell, bearing a grape- like cluster of dark eyes. \n'b' Tentacle crabs were created by the aboleth early in their reign to capture humanoids as slaves and to serve as beasts of war. Intelligent enough to follow complex orders yet not intelligent enough to question them, tentacle crabs still serve their overlords today, with a few feral specimens wandering lonely shorelines. \n'b' Tentacle crabs are straightforward fighters, grabbing foes worthy of capture in their tentacles and biting those that would not make good slaves to pieces with their jagged jaws. They generally keep two tentacles whole at all times, allowing shed tentacles to  regenerate . A single crab may capture an entire fishing village, gathering up their shed tentacles and the victims they contain and dragging them back to the sea. \n'b' A tentacle crab is conditioned by instinct to follow the orders of any aboleth, and will do so without hesitation. \n'b' Many of them will also respond to orders given by skum, assuming the skum is confident. A weak- seeming  skum is assumed to be unworthy, and promptly attacked. Skum, for their part, both desire the crabs as beasts of war, and hate them for their superior power.'