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Crab, King


King 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 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects

OFFENSE

Speed 30 ft., swim 20 ft.
Melee 2 claws +0 (1d2–2 plus grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks 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

Familiar

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.

ECOLOGY

Environment any aquatic
Organization solitary or cast (2–12)
Treasure none

King 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.

Section 15: Copyright Notice – Ultimate Magic

Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.