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.
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