← Bestiary index

Hermit Crab Swarm

Creature 4 — amphibious, animal, swarm

When hermit crabs find a shell that is too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. This can form a large chain of queuing crabs waiting to upgrade their shells. Interruptions can aggravate the crabs, resulting in attacks against the unfortunate source of disruption. 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 fro

Source: pathfinder-monster-core-2

Perception +11
Skills athletics +12
Str
+4
Dex
+2
Con
+3
Int
-4
Wis
+1
Cha
-1
AC 20 Fort +13 Ref +10 Will +7
HP 42
Immunities precision, swarm-mind
Resistances piercing 5, slashing 5
Weaknesses area-damage 5, splash-damage 5
Speed 30 feet, swim 15 feet

Abilities

Tremorsense (Imprecise) 15 feet — Tremorsense
Swarm Mind — Swarm Mind
Swarming Snips — Each enemy in the swarm's space takes 2d8 piercing damage (DC 20 Reflex save). Creatures that fail this save also take 1d4 bleed.

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0.

Stat blocks are used under either the ORC License (Remaster content) or the Open Game License 1.0a (pre-Remaster content), depending on the source book. See our licenses page for the full attribution and the OGL Section 15 copyright notice.

Full licenses · Privacy · Terms

Run Hermit Crab Swarm in the encounter builder — free, no install.

Open in PathfinderGM →