Fulminating Crab (Zap Crab) (CR 1)

Small Vermin (Aquatic)
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft. and Spot +8

AC: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Hit Dice: 1d8+3 (7 hp)
Fort +2, Ref +0, Will +0
Speed: 20 ft., burrow 5 ft., swim 10 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -6
Attack: 2 claws -1 melee (1d4-2)
Special Attacks/Actions: Bioelectrical shock, improved grab, psionics, squeeze
Abilities: Str 7, Dex 11, Con 11, Int --, Wis 10, Cha 4
Special Qualities: immunity to electricity, vermin traits
Feats: Toughness (B)
Skills: Hide +12, Spot +8, Survival +3, and Swim +10
Advancement: 2-3 HD (Medium-size)
Climate/Terrain: Temperate and warm aquatic and marsh
Organization: Colony (2-5) or herd (6-11)
Treasure/Possessions: None

Source: Web

Bioelectrical Shock (Su): Whenever two or more zap crabs are within 25 feet of each other, they can work together to create a bioelectrical shock. This effect has a radius of 25 feet and is centered on any one contributing crab. The shock deals 1d4 points of damage for each crab contributing to it (Reflex half DC 10 + number of crabs contributing).

Improved Grab (Ex): If a zap crab hits an opponent that is at least one size category smaller than itself with a claw attack, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus -1). If it gets a hold, it can squeeze in the same round. Alternatively, the zap crab has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the zap crab is not considered grappled. In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Psionics (Sp): 3/day - electric jolt, float, vigor. Effective manifester level 3rd.

Attack/Defense Modes (Sp): At will - mind thrust/thought shield.

Squeeze (Ex): A zap crab that gets a hold on an opponent of its size or smaller automatically deals damage with both claws.

Skills: A zap crab receives a +4 racial bonus on Hide and Spot checks.

Fulminating crabs (also known as zap crabs) usually flee combat, but if trapped or if feeding on land, they use their bioelectrical shock ability to drive off opponents. In areas of silt or sand, they often burrow underground to hide.

Zap crabs are relatively peaceful scavengers that use psionic powers to protect themselves from larger creatures. They prefer to stay in the water, but they sometimes venture onto the shore in search of food.

A zap crab looks like a large crab with a dull blue shell and a white underside. When frightened, small electrical discharges crackle between its claws. Psionic gourmets consider zap crabs a delicacy.

Aquatic Subtype

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.