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Crab, Giant

This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.
Crab, Giant 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 (3d8+6)
Fort
+5, Ref +2, Will +1
Immune
mind-affecting effects

OFFENSE

Speed 30 ft., swim 20 ft.
Melee
2 claws +4 (1d4+2 plus grab)
Special Attacks
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

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.


ECOLOGY

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

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.