Crab, Giant
by Travis LaneyLarge Animal [Aquatic]
Hit Dice: 3d8+6 (23 hp) Initiative: +0 Speed: 50 ft. Armor Class: 17 (-1 size, +8 natural) Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d8+4) Full Attack: 2 claws +6 melee (1d8+4) Space/Reach: 10 ft. Special Attacks: Improved grab Special Qualities: Darkvision 60 ft., tremorsense 60 ft. Saves: Fort +5, Ref +3, Will +1 Abilities: Str 19, Dex 10, Con 14, Int 1, Wis 10, Cha 10 Skills: Climb +8, Hide +0, Listen +2, Spot +6 Feats: Alertness (B) Environment: Warm aquatic Organization: Solitary or group (2-6) Challenge Rating: 2 Treasure: None Alignment: Neutral Advancement: 3-6 HD (Large), 7-10 HD (Huge) Level Adjustment: -- Giant crabs are non-intelligent monsters found in shallow waters, coastal rivers, and buried in sand on beaches. They cannot swim. The common giant crab is 8' in diameter, but larger specimens may be found. Both salt- and fresh-water species exist. They are always hungry and will attack and eat anything that moves.2
COMBAT
Giant crabs are straightforward combatants, surging forward and attacking with their claws. They typically fight until slain.
Improved Grab (Ex): To use this ability, a giant crab must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold, dealing automatic claw damage each round until its opponent is freed or dead.
The giant crab first appeared in the Dungeons & Dragons Expert Rulebook, by Gary Gygax and Dave Arneson (1983).
This 3.5 Edition conversion is (c) 2007 by Travis Laney
1. Cook, D., 1983. The Master of the Desert Nomads. Random House, Inc.
2. Gygax, G. and Arneson, D., 1983. Dungeons & Dragons Expert Rulebook. Random House, Inc.
3. Allston, A. 1991. Rules Cyclopedia. Random House, Inc.