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Giant Hermit CrabCreature 5


NLargeAmphibiousAnimal
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) 2d4+8 Piercing

Darkvision

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.

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 basic 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 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.


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.