Armor Class 18 (natural armor)
Hit Points 155 (10d20 + 50)
Speed 40 ft., swim 60 ft.
Saving Throws STR +10, CON +9
Skills Perception +6
Damage Resistances cold, fire, lightning
Senses blindsight 60 ft., passive Perception 16
Languages understands Giant but can't speak
Challenge 11
Amphibious. The crab can breathe air and water.
Multiattack. The crab makes two Claw attacks and one Stinger attack.
Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 16). The crab has four claws, each of which can grapple one target.
Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 22 (3d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the poisoned and paralyzed conditions on itself on a success.
Water Jet (Recharge 5–6). The crab exhales water in a 150-foot line that is 10 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage, is pushed up to 30 feet from the crab, and has the prone condition. On a successful save, a creature takes half as much damage only.
Bigby Presents: Glory of the Giants, p. 181