Latest News

Monk Rework Survey

Home > Bestiary > Vermin > Crab Family >

This spiny, long-legged crab towers over its surroundings. Its quick and powerful claws thrash wildly, eager for prey.

Shark Crab (CR 7)

XP 3,200
N Huge Vermin (Aquatic)
Init +2; Senses darkvision 60 ft.; Perception +4


AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, -2 size)
hp 84 (8d8+48)
Fort +12, Ref +4, Will +3
Immune Mind-affecting effects; Resist Water 10
Weakness Ice


Speed 30 ft., swim 60 ft.
Melee 2 claws +13 (1d8+9 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks Constrict (1d8+9), Darting Claw, Pincers


Str 29, Dex 14, Con 22, Int —, Wis 12, Cha 2
Base Atk +6; CMB +17 (+21 grapple); CMD 29 (41 vs. trip)
Skills Perception +4, Swim +17; Racial Modifiers +4 Perception
SQ water dependency


Darting Claw (Ex)

Evolved for snatching fast prey, a shark crab is exceptionally quick with its claws. When making a full attack, if a shark crab 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)

Shark Crab can use both claws as a standard action every 1d4 rounds while doing 2d6+13 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.