Giant Crab (CR 1)

Large Vermin
Alignment: Always neutral
Initiative: +0; Senses: Listen +4 and Spot +4


AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Hit Dice: 3d8+6 (19 hp)
Fort +5, Ref +1, Will +1
Speed: 20 ft.
Space: 10 ft./5 ft.
Base Attack +2; Grapple +1
Attack: 2 Claws +4 melee
Full Attack: 2 Claws +4 melee
Damage: Claw 2d4+4
Special Attacks/Actions: Improved grab, squeeze
Abilities: Str 17, Dex 10, Con 15, Int -, Wis 10, Cha 2
Special Qualities: Vermin
Feats: -
Skills: Climb -1, Hide +0*, Listen +4, and Spot +4
Advancement: 4-8 HD (Large), 9-12 HD (Huge)
Climate/Terrain: Any saltwater and coastal
Organization: Solitary, colony (2-5), or swarm (6-11)
Treasure/Possessions: None

Source: Converted

Improved Grab (Ex): To use this ability, a giant crab must hit with its claw attack. If it gets a hold, it can squeeze.

Squeeze (Ex): A giant crab that gets a hold automatically deals 2d4+4 points of claw damage each round the hold is maintained, and can also attack with the other claw at the same time.

*Giant crabs have a +8 bonus to Hide checks in sand, and a -4 penalty to Climb checks because of their awkward body form.