Crabman (CR 1)

Large Monstrous Humanoid
Alignment: Usually neutral
Initiative: -1 (Dex); Senses: Listen +5 and Spot +5


AC: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Hit Dice: 3d8+9 (22 hp)
Fort +4, Ref +2, Will +4
Speed: 20 ft., swim 15 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +2
Attack: 2 claws +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d6+4
Special Attacks/Actions:
Abilities: Str 19, Dex 17, Con 8, Int 8, Wis 10, Cha 7
Special Qualities: Amphibious
Feats: Alertness
Skills: Craft (any one) +3, Listen +5, Move Silently +3, Search +3, Spot +5, and Swim +8
Advancement: By character class
Climate/Terrain: Temperate and warm coastal
Organization: Solitary, pair, band (3-6), pack (7-12), or tribe (10-40 plus 50% noncombatants)
Treasure: Standard

Source: Converted

Amphibious (Ex): Crabmen can breathe equally well underwater as on land. +4 racial bonus to Swim checks.