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Giant Hermit CrabCreature 5


LargeAmphibiousAnimal
Source Pathfinder Bestiary 3
Perception +13 (darkvision, tremorsense (imprecise) 15 feet)
Languages none
Skills Acrobatics +9, Athletics +15, Stealth +9
Str +6, Dex +2, Con +4, Int -4, Wis +2, Cha +0

AC 21; Fort +15; Reflex +9; Will +9;
HP 114
Speed 20 feet (climb 10 feet, swim 15 feet)

Big Claw One Action +15 (+10, +5) to hit 2d8+8 Piercing
Claw One Action +15 (+11, +7) to hit (agile, unarmed) 2d4+8 Piercing

Tremorsense (Imprecise) 15 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Protective Pinch Reaction

Trigger A creature adjacent to the hermit crab attempts to Strike the hermit crab while it is Retracted.


Effect The hermit crab makes a big claw Strike against the triggering creature.

Constrict One Action

(1d8+6) bludgeoning, DC 22 fortitude


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.

Retract One Action

The hermit crab curls fully into its shell to protect itself. This gives it a +4 circumstance bonus to AC, removes its weakness to bludgeoning damage, and grants it resistance 5 to piercing and slashing damage.

The only actions the hermit crab can use while in this state are Protective Pinch and Interact to come out of its shell.

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.


Lucky hermit crabs with plentiful resources can live for decades and grow to tremendous sizes, often with magical help. Too large for most natural shells, giant hermit crabs use a variety of debris instead, including wagons, boats, treasure chests, and even abandoned pieces of giant armor.


Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and "wear" shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can't be found.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

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.