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This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.
N Medium vermin (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +4
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +1
Immune mind-affecting effects
Speed 30 ft., swim 20 ft.
Melee 2 claws +4 (1d4+2 plus grab)
Special Attacks constrict (1d4+2)
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
Water Dependency (Ex)
Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.
Environment any aquatic
Organization solitary or cast (2–12)
Giant crabs behave much like their smaller cousins, feeding on both plant material like algae and fungus and animal matter such as fish, seabirds, and even unwary humanoids. The coloration of a giant crab’s hard exoskeleton varies widely depending on species, and over time even shifts in response to its diet.