Fire Crab, Medium

At various places in the planes, rifts of special tears appear and allow the mundane creatures of one plane to intermix with the creatures of other planes. On these occasions, it is most often not the terrible beasts such as demons or angels that pour through, but much less powerful (but not harmless) creatures mirroring the beasts of the natural realm.
 

Fire Crab, Medium (CR 2)

Medium Vermin (Fire)
Alignment: Neutral
Initiative: +1
Senses: Darkvision 60 feet; Perception +4
  Speed: 30 feet, Swim 20 feet
Space: 5 feet
 

Defense

Armor Class: 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
Hit Points: 19 (3d8+6)
Saving Throws: Fort +5, Ref +2, Will +1
Immunity: fire, vermin traits
Weaknesses: cold vulnerability
 

Offense

Melee: 2 claws +4 (1d4+2 plus Grab and heat)
Reach: 5 feet
  Special Attacks: Constrict (claw) 1d4+2, Heat (+1d6 fire damage)
 

Statistics

StrDexConIntWisCha
14 (+2) 12 (+1) 14 (+2) - 10 (+0) 2 (-4)
Base Attack Bonus: +2
CMB +4 (+8 to Grapple)
CMD 15
  Feats:
  Skills: Perception +4, Swim +10 Languages:
 

Special Abilities

NONE
 

Ecology

Environment: Any Warm or Hot
Organization: solitary or clutch (2-20)
Treasure: none

  Significantly larger than their cousins, the medium fire crab is a monstrosity slightly larger than a dog. The pincers, if they could extend fully (the joints of a fire crab almost turn in on themselves), would reach some 10 ft. or more.
  The coloration of a medium fire crab varies from a bright red to nearly maroon in older specimens. Fire crabs are omnivorous; they feed on other animals and any plant life that survives the fire crabs native environment.
  The fire crabs may survive temperatures lower than 100 degrees for 1 hour per point of Constitution, or run the risk of freezing.

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