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CR 1/4

King Crab

N Tiny Vermin, Aquatic
Initiative: +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

Offense

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

Statistics

Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Attack: +0 CMB: +0 (+4 grapple) CMD: 8 (20 vs. trip)
Skills: Perception +4 , Swim +10
Racial Modifiers: +4 Perception
SQ: water dependency

Ecology

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

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.  
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.


Created by

Endrise.

System

Pathfinder 1e

Statblock Type

Monster / NPC

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