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AcrophiesThis 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.