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

StrDexConIntWisCha
7 (-2) 15 (+2) 12 (+1) - 10 (+0) 2 (-4)
Base Attack Bonus: +0
CMB +0 (+4 Grapple)
CMD 8 (20 vs. Trip)
  Feats:
  Skills: Perception +4, Swim +10 Languages:
  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 Aquatic
Organization: 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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