Hermitaur
Read-only review

Hermitaur
Hermaitaur are hermit crab-like monsters with red carapaces and a thick white shell.
Amphibious. The Hermitaur can breathe air and water.
Reckless. At the start of each of its turns, the Hermitaur can gain Advantage on all melee weapon attack rolls during that turn, but attack rolls against it have Advantage.
Sand Camouflage. The Hermitaur has Advantage on Dexterity (Stealth) checks made to hide in Sandy terrain.
Relentless. When the Hermitaur is reduced to 0 Hit Points but not killed outright, it drops to 1 Hit Point instead. This trait doesn't work if the Hermitaur is subjected to Radiant damage or a Critical Hit.
Actions
Reckless Multiattack. While on Reckless, The Hermitaur makes 2 attacks, using Pincers.
Pincers. Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, and the target has the Grappled condition (escape DC [10]).
Sand Spit. If there's a Sand nearby the Hermitaur can use its bonus action to swallow sand. If Hermitaur already swallowed a Sand the Hermitaur can use bonus action to spit it to blind a target (DC 13)
Reactions
Shell Cover. Trigger: The Hermitaur is hit by an attack. Response: The Hermitaur casts Shell Cover and gains a +2 bonus to AC, including against the triggering attack, until the start of its next turn.