This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.
Devil Crab (CR 4)
XP 1,200
N Large Vermin (Aquatic)
Init +0; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
hp 42 [60] (5d8+20)
Fort +8, Ref +1, Will +1
Immune Mind-affecting effects; Resist Water 10
Weakness Ice
OFFENSE
Speed 30 ft., Swim 20 ft.
Melee 2 claws +9 (1d6+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks Constrict (1d6+7), Pincers
STATISTICS
Str 24, Dex 11, Con 18, Int —, Wis 10, Cha 2
Base Atk +3; CMB +11 (+15 grapple); CMD 21 (33 vs. trip)
Skills Perception +4, Swim +15; Racial Modifiers +4 Perception
SQ water dependency
SPECIAL ABILITIES
Pincers (Ex)
Devil Crab can use both claws as a standard action every 1d4 rounds while doing 1d8+10 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.