Giant Crab

N Medium vermin (aquatic)

Init +1; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +1
Immune mind-affecting effects

OFFENSE

Speed 30 ft., swim 20 ft.
Melee 2 claws +4 (1d4+2 plus grab)
Special Attacks constrict (1d4+2)

STATISTICS

Str 15, Dex 13, Con 14, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ water dependency

This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.

SPECIAL ABILITIES

Water Dependency (Ex)
Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License