Monstrous Crab, Huge (CR 7)
Huge Vermin (Aquatic)
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, and Spot +4
AC: 22 (-2 size, +14 natural), touch 8, flat-footed 22
Hit Dice: 12d8+27 (81 hp)
Fort +10, Ref +4, Will +4
Speed: 30 ft.
Space: 15 ft./15 ft.
Base Attack +9; Grapple +28
Attack: Claw +14 melee
Full Attack: 2 claws +14 melee
Damage: Claw 2d6+7
Special Attacks/Actions: Constrict 4d6+7, improved grab
Abilities: Str 25, Dex 11, Con 14, Int -, Wis 11, Cha 2
Special Qualities: Amphibious
Skills: Hide -4 and Spot +4
Advancement: 13-23 HD (Huge)
Climate/Terrain: Temperate aquatic
Organization: Solitary or colony (2-5)
Monstrous crabs range in size from Small to Colossal. They are voracious scavengers that will eat anything, living or dead, they come across.
Monstrous crabs have the following special abilities, regardless of size.
Constrict (Ex): A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Monstrous crabs have a +4 racial bonus on grapple checks.
Amphibious (Ex): Although monstrous crabs are aquatic, they can survive indefinitely on land.
Vermin Traits: A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: A monstrous crab has a +4 racial bonus on Hide and Spot checks.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.