b'Karkinos \n'b'\n'b'  Large   beast ,  neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  45 (6d10 + 12)  Speed  20 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX:  8 (-1)  CON:  14 (+2)  INT:  3 (-4)  WIS:  9 (-1)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Immunities  poison  Condition Immunities   poisoned   Skills   Perception  +1,  Stealth  +1  Senses   blindsight  30 ft., passive  Perception  17  Languages  \xe2\x80\x93  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Amphibious . The karkinos can breathe air and water. \n'b'  Shell Camouflage . While the karkinos remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15  Intelligence  ( Nature ) check. \n'b'  Actions \n'b'   Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 14 (2d10 + 3) bludgeoning damage, and the target is  grappled  (escape DC 13). The karkinos has two claws, each of which can grapple only one target \n'b'  About \n'b' This giant crab blends in with the swamp muck, but it\xe2\x80\x99s larger than a man and even more aggressive. \n'b' Karkinos are crabs that have symbiotic relationships with hydras. They clean hydras and eat carrion they leave behind. Karkinoi will defend their host if sufficiently provoked. \n'b'  Sacred to Hera . Karkinoi are often employed as tools of Hera\xe2\x80\x99s vengeance. Although they are not particularly powerful opponents, they are dangerous in groups or when paired with other creatures. Hera is fond of sending swarms of them after sleeping heroes who rest too close to the shore or in swamps.'