14 (natural armor)
59 (7d10+21)
walk 30 ft., swim 20 ft.
Perception +3
bludgeoning
2
When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.
The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.
While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.
The bearmit crab makes two attacks. one claw attack and one bite attack or two claw attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.