This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.
Giant Crab CR 2
N Medium vermin (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +4
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +1
Immune mind-affecting effects
Speed 30 ft., swim 20 ft.
Melee 2 claws +4 (1d4+2 plus grab)
Special Attacks constrict (1d4+2)
Str 15, Dex 13, Con 14, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ water dependency
Environment any aquatic
Organization solitary or cast (2–12)
Water Dependency (Ex) 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.
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.
|Great reef crab||10||Gargantuan||11d8|