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Summoned Creature: Giant CrabThis lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.

As a summoned, template, creature, this creature has several changes. Anything noted with [] is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.


Giant Crab (CR 2)

XP 600
N Medium Divine / Unholy Vermin (Aquatic, [holy/shadow])
Init +1; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness]; Perception +4


AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 19 [30] (3d8+6)
Fort +5, Ref +2, Will +1
Immune Mind-affecting effects;
Resist Water 5 [holy 5/shadow 5]
Weakness Ice [shadow/holy]


Speed 30 ft. [40 ft], Swim 20 ft. [30 ft]
Melee 2 Claws +4 (1d4+2 [+1d4 holy/shadow] plus grab)
Space 5 ft.; Reach 5 ft.
Special Attack Constrict (1d4+2)


Str 15, Dex 13, Con 14, Int —, Wis 10, Cha 2
 Atk +2; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
 Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ water dependency


Pincers (Ex)

Giant Crab can use both claws as a standard action every 1d4 rounds while doing 1d6+3 bludgeoning damage per claw.

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.