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

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.