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PFS StandardGiant Crab

Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn't possible, they clamp on to their foes as tightly as they can.

The statistics presented here represent giant crabs that live close to the water's surface. Crabs that live deeper underwater often exhibit more extreme adaptations to their environment. Crabs who live in the depths where little light reaches gain darkvision and cold resistance, and those adapted to the most hostile reaches of the deep sea can detect nearby creatures through subtle shifts in ocean currents.

These skittering creatures are prized for their delicious meat, but their size makes them dangerous targets for harvesting.

Recall Knowledge - Animal (Nature): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Giant CrabCreature 1

Legacy Content

N Medium Animal Aquatic 
Source Bestiary 2 pg. 55 2.0
Perception +8; darkvision
Skills Acrobatics +5, Athletics +6, Stealth +5
Str +4, Dex +3, Con +1, Int -4, Wis +2, Cha -3
AC 17; Fort +5, Ref +7, Will +6
HP 14; Resistances physical 3 (except bludgeoning)
Vulnerable to Prone If a creature critically succeeds on a check to Trip the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal –2 circumstance penalty to AC for being flat-footed, it takes a –4 circumstance penalty to AC.Scuttle [reaction] Trigger A creature that the giant crab can see targets the crab with an attack; Effect The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction.
Speed 25 feet, swim 15 feet
Melee [one-action] claw +8 [+3/-2], Damage 1d10-2+4 slashing plus GrabConstrict [one-action] 1d6+4 bludgeoning, DC 16

All Monsters in "Crab"

NameLevel
Giant Crab2
Giant Hermit Crab5
Hermit Crab Swarm4

Crab

Source Bestiary 2 pg. 57 2.0
Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn't possible, they clamp on to their foes as tightly as they can.

Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and “wear” shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can't be found.

Sidebar - Related Creatures Crab Species

Crabs can be found along all of the world's coastlines, from relatively small creatures like the king crab or the coconut crab, to truly oversized monsters like the great reef crab, shark-eating crab, or the lumbering shipwrecker crab.

Sidebar - Related Creatures Never Alone

Hermit crabs often form symbiotic relationships with sea anemones, attaching them to their shells. The anemones help protect the crabs while feasting on leftovers from the crabs' meals. When hermit crabs change shells, they often take their anemone partners with them to continue their lifelong adventure.