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Crab, King


King Crab CR 1/4

XP 100
N Tiny vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects

OFFENSE

Speed 30 ft., swim 20 ft.
Melee 2 claws +0 (1d2–2 plus grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2–2)

STATISTICS

Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ
water dependency

SPECIAL ABILITIES

Familiar

The master of a king crab familiar gains a +2 bonus on CMB checks to start and maintain a grapple.

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.