Monstrous Crab

Long spindly spider-like legs. Two monstrous claws protrude from the front of its body.
 

Monstrous Crab (CR 2)

Medium Vermin (Aquatic)
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: vermin traits
Weaknesses: water dependency
 

Offense

Melee: 2 claws +4 (1d4+2 plus Grab)
Reach: 5 feet
  Special Attacks: Constrict (claw) 1d4+2
 

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

Water Dependency (Ex)

Monstrous crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a monstrous crab runs the risk of suffocation, as if it were drowning.
 

Ecology

Environment: Temperate or Warm Aquatic
Organization: Solitary or swarm (2-12)
Treasure: None

  Monstrous crabs are omnivores and spend most of their time combing the ocean floors for food. Many act as vegetarians and sustain themselves on a diet of algae, fungus, and water-based plants, while others act as scavengers or predators. Some have been known to actively hunt giant clams and snails (the monstrous crab pries the shell open and devours the fleshy innards).
  Still others prefer to dwell in coastal waters and prey upon land-based creatures that wander too close to the shoreline. Monstrous crabs are often hunted as food by other races (particularly humans and sahuagin).
  Credit The Monstrous Crab originally appeared in the First Edition Monster Manual (© TSR/Wizards of the Coast, 1977) and is used by permission.
  Copyright Notice Author Scott Greene, based on original material by Gary Gygax.

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