Crab, Giant Hermit


Crab, Hermit (Giant)
CR 5

XP 1,600
Advanced giant crab
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 59 (7d8+28)
Fort +9, Ref +2, Will +2
Immune mind-affecting effects

OFFENSE

Speed 30 ft., Swim 20 ft.
Melee 2 claws +11 (1d6+7 plus Grab)
Special Attacks Constrict (1d6+7)

STATISTICS

Str 24, Dex 11, Con 18, Int —, Wis 10, Cha 2
Base Atk +5; CMB +11 (+15 grapple); CMD 21 (33 vs. trip)
Skills Perception +4, Swim +15
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.

Section 15: Copyright Notice

Pathfinder 1: Burnt Offerings. Copyright 2007, Paizo Publishing, LLC; Author: James Jacobs.

scroll to top