Crab (D&D Creature)
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| Unofficial rules compendium | |
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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.