King Crab
Presented here are the base animal statistics for all of the most commonly used familiars-of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.
King Crab (CR 1/4)
Tiny Vermin (Aquatic)Alignment: Neutral
Initiative: +2
Senses: Darkvision 60 feet; Perception +4
Speed: 30 feet, Swim 20 feet
Space: 2-1/2 feet
Defense
Armor Class: 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)Hit Points: 5 (1d8+1)
Saving Throws: Fort +3, Ref +2, Will +0
Immunity: mind-affecting effects
Offense
Melee: 2 claws +0 (1d2-2 plus Grab)Reach: 0 feet
Special Attacks: Constrict (1d2-2)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
7 (-2) | 15 (+2) | 12 (+1) | - | 10 (+0) | 2 (-4) |
CMB +0 (+4 Grapple)
CMD 8 (20 vs. Trip)
Feats:
Skills: Perception +4, Swim +10
- Racial Modifiers: +4 Perception
Special Qualities: Water Dependency
Special Abilities
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.Ecology
Environment: Any AquaticOrganization: solitary or cast (2-12)
Treasure: none
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.
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