A large crab monster that looks almost as if it was made of dark ice, one of its claws extremely large compared to the other. – Imban
Freezer 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 ice 10, water 10
Weakness lightning
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), Giant Blade, Icy Foam, Whirlwater
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
Giant Blade (Ex)
Every 1d4 rounds, a freezer crab can make one claw attack as a standard action for 1d6+14 damage that cannot begin a grab.
Icy Foam (Su)
3/day as a standard action, a freezer crab may spew forth icy foam at a single target within 35 feet as a ranged touch attack (+2), dealing 3d6+5 ice damage on a successful hit.
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.
Whirlwater (Su)
1/day as a standard action, a freezer crab may blast forth a torrent of water out to 100 feet to create a whirlpool in a 10-foot-radius burst. Anyone caught in that burst takes 5d6 water damage, with a DC 12 Reflex save for half damage.
ECOLOGY
Environment arctic
Organization small group (1-3)
Treasure none