Giant Crab
Medium Beast, Crustacean Crab, Ambush Predator, Coastal Beast, Level 6
HP: 69 (3d10, 3d12)
DgC/BC: 16/16
Speed: Normal: 6, Swim: 7
Initiative: 5
Carrying capacity: 104
Sanity: 10
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
2
STR
3
VIT
2
CHA
-2
INT
-2
WIS
1
Skills
Adventuring: 1, Allure: 1, Block: 4, Diplomacy: 1, Dodge: 2, Exertion: 7, Focus: 1, Insight: 2, Life Force: 2, Perception: 3, Precision: 4, Resilience: 4, Society: 1, Stamina: 5, Stealth: 2, Toughness: 5
Specialisations
Block Class: +2, Hearing: +3, Smell: +1, Unarmed Attacks: +4
Languages
Bestial
Abilities
Chitinous Armour. Water breathing. Giant Crab counts as armoured and adds its Toughness to its BC.
Natural Armour. Giant Crab counts as armoured. Giant Crab has damage threshold of 8.
Sideways Movement. Once per turn Giant Crab can use Disengage as a free action.
Tough. Once per long rest, when Giant Crab drops to 0 HP, but isn't outright killed, it can immediately use one of its hit dice, adding its Toughness(VIT) to the roll and healing itself for that amount. It still gets 1 level of system stress.
Actions
◆◆: Pincers. Melee unarmed attack, Exertion(STR) to hit. 3d8 + STR bludgeoning damage. Target must make Exertion(STR) of Dodge(AGI) check equal to the damage taken, max 40, or become grappled. Giant Crab cannot use that pincer until it releases the creature, which it can do as a free action. Grappled creature or another creature that has grappled creature in melee range can use ◆ to make Exertion(STR) contest against Giant Crab ending the grapple on success. If a creature starts its turn grappled by this ability it must make Toughness(STR) contest against Giant Crab or take 2d10 + STR bludgeoning damage.
Lore
Towering over a person at full length, the Giant Crab is a coastal menace found among reefs, caves, and shipwrecks. Its shell is thick enough to turn a blade, and its claws can crush a man’s torso with a single snap. Despite its fearsome size, it behaves much like its smaller cousins—ambushing prey from cover and scavenging anything it cannot hunt. To fishermen, it’s a walking disaster; to adventurers, an early test of courage.