Giant Hermit Crab
Creature 5 — amphibious, animal
Pre-Remaster content. May include legacy alignment.
Lucky hermit crabs with plentiful resources can live for decades and grow to tremendous sizes, often with magical help. Too large for most natural shells, giant hermit crabs use a variety of debris instead, including wagons, boats, treasure chests, and even abandoned pieces of giant armor. 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, h
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +13
Skills acrobatics +9, athletics +15, stealth +9
Str
+6
Dex
+2
Con
+4
Int
-4
Wis
+2
Cha
+0
AC 21
Fort +15
Ref +9
Will +9
HP 114
Speed 20 feet, climb 10 feet, swim 15 feet
Offense
Melee Big Claw +15, Damage 2d8+8 piercing
Melee Claw +15, Damage 2d4+8 piercing
Abilities
Tremorsense (Imprecise) 15 feet — Tremorsense
Protective Pinch —
Constrict — 1d8+6 bludgeoning, DC 22 Fortitude
Constrict
Retract — The hermit crab curls fully into its shell to protect itself. This gives it a +4 circumstance bonus to AC, removes its weakness to bludgeoning damage, and grants it resistance 5 to piercing and slashing damage.
The only actions the hermit crab can use while in this state are Protective Pinch and Interact to come out of its shell.
Grab — Grab
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