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

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.