Crab (D&D Creature)

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Unofficial rules compendium

This writeup is based on the one in Stormwrack, page 141, adjusted for tiny size.

Size/Type: Tiny Vermin (Aquatic)
Hit Dice: 1/2d8 (3 hp)
Initiative: +5
Speed: 20 ft. (4 squares).
Armor Class: 17 (+2 size, +1 Dex, +4 natural), touch 13, flat-footed 16
Base Attack/Grapple: +0/-3
Attack: Claw +3 melee (1d3-2)
Full Attack: 2 claws +3 melee (1d3-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Constrict 2d3-2, Improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 6, Dex 13, Con 12, Int -, Wis 11, Cha 2
Skills: Hide +13, Spot +4
Feats: Weapon finesse

Crabs are voracious scavengers that will eat anything, living or dead, they come across.

Constrict (ex): A crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

Improved Grab (ex): To use this ability, a crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Crabs have a +4 racial bonus and can use either Strength or Dexterity bonus on grapple tests.

Amphibious (ex): Al tough crabs are aquatic, they can survive indefinitely on land.

Vermin Traits: A crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: A crab has a +4 racial bonus on Hide and Spot checks.