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Claws the size of rowboats dominate the form of this massive crab. Barnacles and sea grass cling to the creature’s thick shell.

Megalocrab (CR 13)

XP 25,600
N Colossal Vermin (Aquatic)
Init +3; Senses darkvision 60 ft.; Perception +10


AC 27, touch 5, flat-footed 24 (+3 Dex, +22 natural, -8 size)
hp 189 (14d8+126)
Fort +18, Ref +7, Will +6
Immune Mind-affecting effects; Resist Water 20, Ice 10
Weakness Lightning


Speed 30 ft., swim 60 ft.
Melee 2 claws +19 (2d8+25 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks Constrict (2d8+25), Darting Claw, Pincers


Str 44, Dex 16, Con 28, Int —, Wis 14, Cha 5
Base Atk +10; CMB +35 (+39 grapple); CMD 48 (64 vs. trip)
Skills Perception +10, Swim +22; Racial Modifiers +4 Perception
SQ powerful claws, water dependency


Darting Claw (Ex)

Evolved for snatching fast prey, a megalocrab is exceptionally quick with its claws. When making a full attack, if a megalocrab misses with both of its claw attacks, it can make an additional claw attack at a -2 penalty against any creature within its reach.

Pincers (Ex)

Megalocrab can use both claws as a standard action every 1d4 rounds while doing 3d6+34 bludgeoning damage per claw.

Powerful Claws (Ex)

A megalocrab’s claw attacks deal damage equal to 1-1/2 times its Strength modifier. In addition, a megalocrab ignores up to 5 points of hardness when damaging objects.

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.