Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder Second Edition

Compendium

Type to search for a spell, item, class — anything!

Advertisement Create a free account

Giant Crab

Ready to play? Build unlimited Pathfinder 2e characters Create Now

Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn’t possible, they clamp on to their foes as tightly as they can.

The statistics presented here represent giant crabs that live close to the water’s surface. Crabs that live deeper underwater often exhibit more extreme adaptations to their environment. Crabs who live in the depths where little light reaches gain Darkvision and cold Resistance, and those adapted to the most hostile reaches of the deep sea can detect nearby creatures through Subtle shifts in ocean currents.

These skittering creatures are prized for their delicious meat, but their size makes them Dangerous targets for harvesting.

Attributes

Giant Crab

Creature 2

NMediumAnimal, Aquatic
  • Perception8; darkvision
  • Skills acrobatics 7 athletics 8 stealth 7
  • Str4Dex3Con1Int -4Wis2Cha-3
  • AC 19 Fort7Ref9Will8
  • HP 24 Resistancesphysical 3 (except bludgeoning)
  • Vulnerable to Prone If a creature critically succeeds on a check to Trip the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal –2 circumstance penalty to AC for being flat-footed, it takes a –4 circumstance penalty to AC.
  • Scuttle TriggerA creature that the giant crab can see targets the crab with an attack. Effect: The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction.
  • Speed25 feet, swim 15 feet
  • Melee claw 10 Damage1d10+4 — plus Grab
  • Constrict 1d6+4 (1d6+4) bludgeoning, DC 18. The monster deals the listed amount of damage to any numbers of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.