Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Vermin‎ > ‎Crabs‎ > ‎

Crab, Bone

A cracked skull arises from the skeletal heap, scurrying forward on the bone-white legs of a large crustacean that makes the discarded cranium its home.

Bone Crab
CR 2

XP 600
N Small vermin (aquatic)
Init +6; Senses darkvision 60 ft., hive mind; Perception +2

DEFENSE

AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +3, Will +2
DR 5/bludgeoning

OFFENSE

Speed 20 ft., swim 10 ft.
Melee 2 claws +4 (1d4 plus disease)
Special Attacks disease, leap (2 claws +4, 1d4)

STATISTICS

Str 10, Dex 14, Con 14, Int 1, Wis 12, Cha 4
Base Atk +2; CMB +1; CMD 13 (29 vs. trip)
Feats Improved Initiative, Weapon Focus (claw)
Skills Perception +2, Stealth +8 (+16 among bones), Swim +11; Racial Modifiers +8 Stealth (among bones), +8 Swim

SPECIAL ABILITIES

Disease (Ex)

White ghost shivers—injury, ingested; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Con damage and 1d3 Wis damage; cure 2 consecutive saves.

Leap (Ex)

Bone crabs have incredibly powerful legs and can leap up to 10 ft. straight ahead or backward as a move action. This counts as a charge attack.

Hive Mind (Ex)

All bone crabs within 100 ft. of one another can communicate perfectly. If one is aware of danger, they all are. If one in a particular group is not flat-footed, none of them is flatfooted. No bone crab in such a group is considered flanked unless all are.