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Crab, Giant

CR 2.00 Vermin N Medium HD 3
This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.

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.

Other species of giant crab exist as well, some smaller but most quite a bit larger. You can adjust the stats given here by changing Hit Dice and size (changing Strength, Dexterity, and Constitution as appropriate) to represent a wide range of different species of giant crab. The following table lists the most common variants.

SpeciesCRSizeHD
King crab1/4Tiny1d8
Coconut crab1/2Small1d8
Rock crab4Large5d8
Shark-eating crab7Huge8d8
Great reef crab10Gargantuan11d8
Shipwrecker crab13Colossal14d8
HP
19 (3d8+6)
AC
16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
Init
+1
Speed
30 ft., swim 20 ft.
Fort
+5
Ref
+2
Will
+1
BAB
+2
CMB
+4 (+8 grapple)
CMD
15 (27 vs. trip)
Melee
2 claws +4 (1d4+2 plus grab)
Racial Modifiers
+4 Perception
str
15
+2
dex
13
+1
con
14
+2
int
-
wis
10
+0
cha
2
-4

constrict (1d4+2)

Water Dependency — 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.

Universal Monster Rules

Grab
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d4+2) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Water Dependency Ex from Universal Monster Rule
A creature with this special ability can survive out of water for 1 minute per point of Constitution. Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.

Perception +4, Swim +10

Details
Type
Vermin
Alignment
N
Size
Medium
Environment
any aquatic
Organization
solitary or cast (2-12)
Treasure
none
Senses
darkvision 60 ft.; Perception +4
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

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