
Crab (CR 1/4)
XP 100
N Tiny Vermin (Aquatic)
Init +2; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 dex, +4 natural, +2 size)
hp 6 (1d8+1)
Fort +3, Ref +2, Will +0
Immune Mind-affecting effects; Resist Water 5
Weakness Ice
OFFENSE
Speed 30 ft., Swim 20 ft.
Melee 2 Claws +0 (1d2-2 plus grab)
Space 2.5 ft.; Reach 0 ft.
Special Attack Constrict (1d2-2)
STATISTICS
Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ water dependency
SPECIAL ABILITIES
Familar
The master of a king crab familiar gains a +2 bonus on CMB checks to start and maintain a grapple.
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.