Crabs are small crustaceans with eight legs and two pincers or claws. Aquatic scavengers, crabs can also survive on land for some time, but must return to the water or suffocate.
Crab (CR 1/4)
XP 100
N Tiny Vermin (Aquatic)
Init +2; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 dex, +4 natural, +2 size)
hp 6 (1d8+1)
Fort +3, Ref +2, Will +0
Immune Mind-affecting effects; Resist Water 5
Weakness Ice
OFFENSE
Speed 30 ft., Swim 20 ft.
Melee 2 Claws +0 (1d2-2 plus grab)
Space 2.5 ft.; Reach 0 ft.
Special Attack Constrict (1d2-2)
STATISTICS
Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ water dependency
SPECIAL ABILITIES
Familar
The master of a king crab familiar gains a +2 bonus on CMB checks to start and maintain a grapple.
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.