This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.
Giant Crab (CR 2)
XP 600
N Medium Vermin (Aquatic)
Init +1; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 19 [30] (3d8+6)
Fort +5, Ref +2, Will +1
Immune Mind-affecting effects; Resist Water 5
Weakness Ice
OFFENSE
Speed 30 ft., Swim 20 ft.
Melee 2 Claws +4 (1d4+2 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attack Constrict (1d4+2)
STATISTICS
Str 15, Dex 13, Con 14, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ water dependency
SPECIAL ABILITIES
Pincers (Ex)
Giant Crab can use both claws as a standard action every 1d4 rounds while doing 1d6+3 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.