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Ice Crab

by Jamie Baty

MMC 43
Small Vermin (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 15 ft. (3 squares), swim 20ft.
Armour Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Claw +4 melee (1d4 + Icy Pinch)
Full Attack: 2 Claw +4 melee (1d4 + Icy Pinch)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Icy pinch
Special Qualities: Amphibious, Darkvision 60ft.
Saves: Fort +4, Ref +2, Will -3
Abilities: Str 11, Dex 15, Con 13, Int -, Wis 10, Cha 5
Skills: Hide +6*, Listen +7, Spot +7
Feats: Weapon Finesse
Environment: Cold aquatic and coastal
Organisation: Solitary, Pair, or Gang (2-5)
Challenge Rating: 1
Treasure: Standard (Gems Only)
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Ice crabs, sometimes found with a frost salamanders, always stay in freezing areas too, especially icy pools. Ice crabs look much like normal crabs, but have two claws and only four legs; their white shells have pale blue edges.

Ice crabs are very adept at ambushing their victims, preferring that tactic to all others. They will attack almost anything, but will flee when it is apparent their quarry is not an easy kill.

Icy Pinch (Ex): Any target hit by an ice crab's claw attack takes 1d3 cold damage in addition to normal damage.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Skills: Ice crabs have a +2 bonus to all Listen and Spot skill checks. * While in water, snow or ice, the ice crab has a +8 bonus to all Hide skill checks.