Fire Crab

The Fire Crab has a sphere of influence that is 3 spaces wide.

After moving the Fire Crab, once per turn the Fire Crab shoots lava out of its anus – select one space adjacent to the Fire Crab (not occupied by a character, ball, or beast) to be covered in lava. This space of lava remains on the field for the remainder of the game.

Any character that enters the Fire Crab’s sphere of influence must roll for agility against the Fire Crab, who rolls 1d10 and subtracts 1. Any character who fails must return to their hoops. Any character who succeeds is immune from the Fire Crab until the end of their next turn.

The Fire Crab remains in play until the Snitch is caught and can be used every turn.