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Charmed CrabCreature 1

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 1d6+3 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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 Flat-Footed, it takes a -4 circumstance penalty to AC.

Constrict One Action

1d4+3 bludgeoning damage, DC 17 basic 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 success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



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.