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Charmed CrabCreature 1


UncommonMediumAnimalAquatic
Source Pathfinder Bounty #9: Fishing in Anthusis
Perception +7
Languages none
Skills Acrobatics +7, Athletics +6, Stealth +7
Str +3, Dex +4, Con +1, Int -4, Wis +2, Cha -3

AC 17; Fort +6; Reflex +9; Will +7;
HP 16
Speed 25 feet (swim 15 feet)
Resistances Physical 2

Claw One Action +10 (+5, +0) to hit (unarmed) 1d6+3 Slashing

Scuttle Reaction

Trigger A creature that the giant crab can see targets the crab with an attack


Effect The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction.

Vulnerable to Prone

If a creature critically succeeds at a check to Trip the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab flipped onto its back has a particularly hard time defending itself; instead of taking the normal -2 circumstance penalty to AC for being Off-Guard, it takes a -4 circumstance penalty to AC.

Constrict One Action

(1d4+3) bludgeoning damage, DC 17 fortitude save


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.