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:
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/Possessions: Standard
Source:
Converted
Amphibious (Ex): Crabmen can breathe equally well underwater as on land. +4 racial bonus to Swim checks.
As characters
- +4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -4 Charisma
- +8 natural AC from exoskeleton
- Claw attack
- Amphibious
- Cannot wear armor due to unusual body structure
- -2 to attack when using man-made weapons
- +4 bonus to Swim checks
At character creation only, male crabmen can take the racial feat Enlarged Claw, which allows them to do 1d8 damage with one claw.
Automatic Languages: Crabman. Bonus Langauges: Aquan, Common, Locathah, Merrow, Sahuagin, Scrag, Sea-Elven(Crabmen cannot speak the languages of other races, and vice versa, but they can learn to understand them. They have no written language.)
Favored Class: Barbarian. Crabman shamans choose two of the following domains: Earth, Plant, Protection, Water.