Giant Hermit Crab
Creature 5 — amphibious, animal
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAQUATICVERTICALanimal
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; darkvision, tremorsense (imprecise) 15 feet
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 plus Grab
Melee Claw (agile, unarmed) +15, Damage 2d4+8 piercing
Abilities
Tremorsense (Imprecise) 15 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Protective Pinch —
Constrict — 1d8+6 bludgeoning, DC 22 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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.
The only actions the hermit crab can use while in this state are Protective Pinch and Interact to come out of its shell.
Grab —
WORKS WELL WITH
WeaverLAND / AQUATIC / VERTICALForced enemy movement puts targets directly within Grab range for the crab's Constrict damage.
SniperLAND / AQUATIC / VERTICALTargets held stationary by Grab and Constrict are easy prey for accurate ranged attacks from safety.
FlankerLAND / AQUATIC / VERTICALThe crab's bulky presence occupies enemy attention while a mobile flanker exploits distracted defenses.
PUNISHES
✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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