Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.
Multiattack. The crab folk makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the crab folk can automatically hit the target with its claw, and the crab folk can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target.
The crab folk are the result of a magical ritual used long ago by a mighty green hag to transform her ogre minions into more useful servants. All crab folk that now exist are descended from those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.