This spiny, long-legged crab towers over its surroundings. Its quick and powerful claws thrash wildly, eager for prey.
Acrophies (CR 10)
XP 9,600
N Gargantuan Vermin (Aquatic)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 22, touch 6, flat-footed 22 (+16 natural, -4 size)
hp 137 [176] (11d8+88)
Fort +15, Ref +3, Will +3
Immune Mind-affecting effects; Resist Water 15, Ice 5
Weakness Lightning
OFFENSE
Speed 30 ft., swim 60 ft.
Melee 2 claws +19 (2d6+15 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks Constrict (2d6+15), Darting Claw, Pincers
STATISTICS
Str 40, Dex 10, Con 26, Int —, Wis 10, Cha 2
Base Atk +8; CMB +27 (+31 grapple); CMD 37 (49 vs. trip)
Skills Perception +4, Swim +23; Racial Modifiers +4 Perception
SQ water dependency
SPECIAL ABILITIES
Darting Claw (Ex)
Evolved for snatching fast prey, an acrophies is exceptionally quick with its claws. When making a full attack, if an acrophies misses with both of its claw attacks, it can make an additional claw attack at a -2 penalty against any creature within its reach.
Pincers (Ex)
Acrophies can use both claws as a standard action every 1d4 rounds while doing 2d8+22 bludgeoning damage per claw.
Water Dependency (Ex)
Crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a crab runs the risk of suffocation, as if it were drowning.