jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Elephant monster in D&D 5e.
Answer: Elephant is a Huge beast (unaligned).
AC: 12 (natural), HP: 76 (8d12), Speed: walk 40 ft..
Abilities: STR 22 DEX 9 CON 17 INT 3 WIS 11 CHA 6.
Senses: passive_perception 10. Languages: None. CR: 4.

Special Abilities:
**Trampling Charge:** If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
Actions:
**Gore:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

**Stomp:** Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Question: Describe the Elk monster in D&D 5e.
Answer: Elk is a Large beast (unaligned).
AC: 10 (dex), HP: 13 (2d10), Speed: walk 50 ft..
Abilities: STR 16 DEX 10 CON 12 INT 2 WIS 10 CHA 6.
Senses: passive_perception 10. Languages: None. CR: 0.25.

Special Abilities:
**Charge:** If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions:
**Ram:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

**Hooves:** Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
Question: Describe the Erinyes monster in D&D 5e.
Answer: Erinyes is a Medium fiend (lawful evil).
AC: 18 (armor), HP: 153 (18d8), Speed: walk 30 ft., fly 60 ft..
Abilities: STR 18 DEX 16 CON 18 INT 14 WIS 14 CHA 18.
Senses: truesight 120 ft., passive_perception 12. Languages: Infernal, telepathy 120 ft.. CR: 12.

Special Abilities:
**Hellish Weapons:** The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

**Magic Resistance:** The erinyes has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The erinyes makes three attacks

**Longsword:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

**Longbow:** Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Question: Describe the Ettercap monster in D&D 5e.
Answer: Ettercap is a Medium monstrosity (neutral evil).
AC: 13 (natural), HP: 44 (8d8), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 14 DEX 15 CON 13 INT 7 WIS 12 CHA 8.
Senses: darkvision 60 ft., passive_perception 13. Languages: None. CR: 2.

Special Abilities:
**Spider Climb:** The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Web Sense:** While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

**Web Walker:** The ettercap ignores movement restrictions caused by webbing.
Actions:
**Multiattack:** The ettercap makes two attacks: one with its bite and one with its claws.

**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Claws:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

**Web:** Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.
Question: Describe the Ettin monster in D&D 5e.
Answer: Ettin is a Large giant (chaotic evil).
AC: 12 (natural), HP: 85 (10d10), Speed: walk 40 ft..
Abilities: STR 21 DEX 8 CON 17 INT 6 WIS 10 CHA 8.
Senses: darkvision 60 ft., passive_perception 14. Languages: Giant, Orc. CR: 4.

Special Abilities:
**Two Heads:** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

**Wakeful:** When one of the ettin's heads is asleep, its other head is awake.
Actions:
**Multiattack:** The ettin makes two attacks: one with its battleaxe and one with its morningstar.

**Battleaxe:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

**Morningstar:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Question: Describe the Fire Elemental monster in D&D 5e.
Answer: Fire Elemental is a Large elemental (neutral).
AC: 13 (dex), HP: 102 (12d10), Speed: walk 50 ft..
Abilities: STR 10 DEX 17 CON 16 INT 6 WIS 10 CHA 7.
Senses: darkvision 60 ft., passive_perception 10. Languages: Ignan. CR: 5.

Special Abilities:
**Fire Form:** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

**Illumination:** The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

**Water Susceptibility:** For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions:
**Multiattack:** The elemental makes two touch attacks.

**Touch:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Question: Describe the Fire Giant monster in D&D 5e.
Answer: Fire Giant is a Huge giant (lawful evil).
AC: 18 (armor), HP: 162 (13d12), Speed: walk 30 ft..
Abilities: STR 25 DEX 9 CON 23 INT 10 WIS 14 CHA 13.
Senses: passive_perception 16. Languages: Giant. CR: 9.

Actions:
**Multiattack:** The giant makes two greatsword attacks.

**Greatsword:** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

**Rock:** Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Question: Describe the Flesh Golem monster in D&D 5e.
Answer: Flesh Golem is a Medium construct (neutral).
AC: 9 (dex), HP: 93 (11d8), Speed: walk 30 ft..
Abilities: STR 19 DEX 9 CON 18 INT 6 WIS 10 CHA 5.
Senses: darkvision 60 ft., passive_perception 10. Languages: understands the languages of its creator but can't speak. CR: 5.

Special Abilities:
**Berserk:** Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

**Aversion of Fire:** If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

**Immutable Form:** The golem is immune to any spell or effect that would alter its form.

**Lightning Absorption:** Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

**Magic Resistance:** The golem has advantage on saving throws against spells and other magical effects.

**Magic Weapons:** The golem's weapon attacks are magical.
Actions:
**Multiattack:** The golem makes two slam attacks.

**Slam:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Question: Describe the Flying Snake monster in D&D 5e.
Answer: Flying Snake is a Tiny beast (unaligned).
AC: 14 (dex), HP: 5 (2d4), Speed: walk 30 ft., fly 60 ft., swim 30 ft..
Abilities: STR 4 DEX 18 CON 11 INT 2 WIS 12 CHA 5.
Senses: blindsight 10 ft., passive_perception 11. Languages: None. CR: 0.125.

A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. Special Abilities:
**Flyby:** The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
Question: Describe the Flying Sword monster in D&D 5e.
Answer: Flying Sword is a Small construct (unaligned).
AC: 17 (natural), HP: 17 (5d6), Speed: walk 0 ft., fly 50 ft., hover true.
Abilities: STR 12 DEX 15 CON 11 INT 1 WIS 5 CHA 1.
Senses: blindsight 60 ft. (blind beyond this radius), passive_perception 7. Languages: None. CR: 0.25.

Special Abilities:
**Antimagic Susceptibility:** The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

**False Appearance:** While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
Actions:
**Longsword:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Question: Describe the Frog monster in D&D 5e.
Answer: Frog is a Tiny beast (unaligned).
AC: 11 (dex), HP: 1 (1d4), Speed: walk 20 ft., swim 20 ft..
Abilities: STR 1 DEX 13 CON 8 INT 1 WIS 8 CHA 3.
Senses: darkvision 30 ft., passive_perception 11. Languages: None. CR: 0.

A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a toad. Special Abilities:
**Amphibious:** The frog can breathe air and water

**Standing Leap:** The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
Question: Describe the Frost Giant monster in D&D 5e.
Answer: Frost Giant is a Huge giant (neutral evil).
AC: 15 (armor), HP: 138 (12d12), Speed: walk 40 ft..
Abilities: STR 23 DEX 9 CON 21 INT 9 WIS 10 CHA 12.
Senses: passive_perception 13. Languages: Giant. CR: 8.

Actions:
**Multiattack:** The giant makes two greataxe attacks.

**Greataxe:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

**Rock:** Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Question: Describe the Gargoyle monster in D&D 5e.
Answer: Gargoyle is a Medium elemental (chaotic evil).
AC: 15 (natural), HP: 52 (7d8), Speed: walk 30 ft., fly 60 ft..
Abilities: STR 15 DEX 11 CON 16 INT 6 WIS 11 CHA 7.
Senses: darkvision 60 ft., passive_perception 10. Languages: Terran. CR: 2.

Special Abilities:
**False Appearance:** While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.
Actions:
**Multiattack:** The gargoyle makes two attacks: one with its bite and one with its claws.

**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Claws:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Question: Describe the Gelatinous Cube monster in D&D 5e.
Answer: Gelatinous Cube is a Large ooze (unaligned).
AC: 6 (dex), HP: 84 (8d10), Speed: walk 15 ft..
Abilities: STR 14 DEX 3 CON 20 INT 1 WIS 6 CHA 1.
Senses: blindsight 60 ft. (blind beyond this radius), passive_perception 8. Languages: None. CR: 2.

Special Abilities:
**Ooze Cube:** The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

**Transparent:** Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Actions:
**Pseudopod:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

**Engulf:** The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Question: Describe the Ghast monster in D&D 5e.
Answer: Ghast is a Medium undead (chaotic evil).
AC: 13 (dex), HP: 36 (8d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 17 CON 10 INT 11 WIS 10 CHA 8.
Senses: darkvision 60 ft., passive_perception 10. Languages: Common. CR: 2.

Special Abilities:
**Stench:** Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

**Turn Defiance:** The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.
Actions:
**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

**Claws:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Question: Describe the Ghost monster in D&D 5e.
Answer: Ghost is a Medium undead (any alignment).
AC: 11 (dex), HP: 45 (10d8), Speed: walk 0 ft., fly 40 ft., hover true.
Abilities: STR 7 DEX 13 CON 10 INT 10 WIS 12 CHA 17.
Senses: darkvision 60 ft., passive_perception 11. Languages: any languages it knew in life. CR: 4.

Special Abilities:
**Ethereal Sight:** The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

**Incorporeal Movement:** The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions:
**Withering Touch:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

**Etherealness:** The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

**Horrifying Visage:** Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

**Possession:** One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Question: Describe the Ghoul monster in D&D 5e.
Answer: Ghoul is a Medium undead (chaotic evil).
AC: 12 (dex), HP: 22 (5d8), Speed: walk 30 ft..
Abilities: STR 13 DEX 15 CON 10 INT 7 WIS 10 CHA 6.
Senses: darkvision 60 ft., passive_perception 10. Languages: Common. CR: 1.

Actions:
**Bite:** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

**Claws:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Question: Describe the Giant Ape monster in D&D 5e.
Answer: Giant Ape is a Huge beast (unaligned).
AC: 12 (dex), HP: 157 (15d12), Speed: walk 40 ft., climb 40 ft..
Abilities: STR 23 DEX 14 CON 18 INT 7 WIS 12 CHA 7.
Senses: passive_perception 14. Languages: None. CR: 7.

Actions:
**Multiattack:** The ape makes two fist attacks.

**Fist:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

**Rock:** Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Question: Describe the Giant Badger monster in D&D 5e.
Answer: Giant Badger is a Medium beast (unaligned).
AC: 10 (dex), HP: 13 (2d8), Speed: walk 30 ft., burrow 10 ft..
Abilities: STR 13 DEX 10 CON 15 INT 2 WIS 12 CHA 5.
Senses: darkvision 30 ft., passive_perception 11. Languages: None. CR: 0.25.

Special Abilities:
**Keen Smell:** The badger has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** The badger makes two attacks: one with its bite and one with its claws.

**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

**Claws:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Question: Describe the Giant Bat monster in D&D 5e.
Answer: Giant Bat is a Large beast (unaligned).
AC: 13 (dex), HP: 22 (4d10), Speed: walk 10 ft., fly 60 ft..
Abilities: STR 15 DEX 16 CON 11 INT 2 WIS 12 CHA 6.
Senses: blindsight 60 ft., passive_perception 11. Languages: None. CR: 0.25.

Special Abilities:
**Echolocation:** The bat can't use its blindsight while deafened.

**Keen Hearing:** The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Question: Describe the Giant Boar monster in D&D 5e.
Answer: Giant Boar is a Large beast (unaligned).
AC: 12 (natural), HP: 42 (5d10), Speed: walk 40 ft..
Abilities: STR 17 DEX 10 CON 16 INT 2 WIS 7 CHA 5.
Senses: passive_perception 8. Languages: None. CR: 2.

Special Abilities:
**Charge:** If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

**Relentless:** If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions:
**Tusk:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Question: Describe the Giant Centipede monster in D&D 5e.
Answer: Giant Centipede is a Small beast (unaligned).
AC: 13 (natural), HP: 4 (1d6), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 5 DEX 14 CON 12 INT 1 WIS 7 CHA 3.
Senses: blindsight 30 ft., passive_perception 8. Languages: None. CR: 0.25.

Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Question: Describe the Giant Constrictor Snake monster in D&D 5e.
Answer: Giant Constrictor Snake is a Huge beast (unaligned).
AC: 12 (dex), HP: 60 (8d12), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 19 DEX 14 CON 12 INT 1 WIS 10 CHA 3.
Senses: blindsight 10 ft., passive_perception 12. Languages: None. CR: 2.

Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

**Constrict:** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Question: Describe the Giant Crab monster in D&D 5e.
Answer: Giant Crab is a Medium beast (unaligned).
AC: 15 (natural), HP: 13 (3d8), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 13 DEX 15 CON 11 INT 1 WIS 9 CHA 3.
Senses: blindsight 30 ft., passive_perception 9. Languages: None. CR: 0.125.

Special Abilities:
**Amphibious:** The crab can breathe air and water.
Actions:
**Claw:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.