Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Crab, Giant

by Travis Laney

Large 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.