EDIT: Revised to MM3 standards
here.
GIANT CRAB--- Level 4 Soldier
Medium natural beast (aquatic)--- XP 175
---
Initiative +6; Senses Perception +4
HP 59; Bloodied 29
AC 20; Fortitude 18; Reflex 16; Will 16
Speed 5
---
[Melee basic] Claw (standard; at will): +11 vs. AC; 2d8+4 damage.
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned; Languages -
Str 16; Dex 15; Wis 15
Con 19; Int 1; Cha 5
CRAB SWARM--- Level 7 Skirmisher
Medium natural beast (aquatic, swarm)--- XP 175
---
Initiative +8; Senses Perception +6
Swarm Attack aura 1; the crab swarm makes a basic attack against each creature that begins its turn within the aura
HP 80; Bloodied 40
AC 21; Fortitude 19; Reflex 21; Will 19
Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks.
Speed 6
---
[Melee basic] Swarm of Crabs (standard; at will): +12 vs. AC; 1d8+5 damage and ongoing 5 damage (save ends).
---
Alignment unaligned Languages -
Str 7 Dex 20 Wis 16
Con 16 Int 1 Cha 6
MONSTROUS CRAB--- Level 9 Skirmisher
Medium natural beast (aquatic)--- XP 400
---
Initiative +9--- Senses Perception +7
HP 98; Bloodied 49
AC 23; Fortitude 24; Reflex 20; Will 21
Speed 5
---
[Melee basic] Claw (standard; at will): +14 vs. AC; 2d8+5 damage, plus a medium or smaller target is grabbed (until escape).
[Melee] Crush (standard; at will): Only against a grabbed target; +12 vs. Fortitude; 1d12+5 damage and target is stunned (save ends).
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned; Languages -
Str 23; Dex 16; Wis 17
Con 18; Int 1; Cha 5
CARCASS CRAB--- Level 15 Lurker
Huge natural beast (aquatic)--- XP 1200
---
Initiative +11; Senses Perception +11
Spines aura 1; attacks all creatures at the start of the carcass crab’s turn; +18 vs. AC; 2d4+4 damage plus ongoing 5 poison.
HP 114; Bloodied 57
AC 27; Fortitude 30; Reflex 26; Will 26
Speed 6
---
[Melee basic] Claw (standard; at will): +20 vs. AC; 2d8+6 damage, plus a large or smaller target is grabbed (until escape).
[Melee] Crush (standard; at will): Only against a grabbed target; +18 vs. Fortitude; 2d6+6 damage and target is stunned (save ends).
Battlefield Camouflage (move; at will): Only on a battlefield or other scene containing dead bodies; the carcass crab knocks battlefield debris and corpses up around it, covering its move. The carcass crab moves three squares and makes an attack on each creature from which it would provoke an opportunity attack: +16 vs. Will; Hit: the target cannot take an opportunity attack for the crab’s movement.
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned; Languages -
Skills Stealth +11 (+17 on a battlefield)
Str 26; Dex 19; Wis 19
Con 18; Int 1; Cha 11
SIEGE CRAB--- Level 20 Soldier
Gargantuan natural beast (aquatic)--- XP 2800
---
Initiative +17; Senses Perception +16
HP 191; Bloodied 95
AC 34; Fortitude 36; Reflex 31; Will 33
Resist cold 10, poison 10, weapons 10
Speed 6
---
[Melee basic] Claw (standard; at will): +27 vs. AC; 3d6+8 damage.
[Melee] Trample (standard; recharge 6): The siege crab moves 6 squares, attacking any creature whose space it moves through: +23 vs. Fortitude; 3d10+7 damage, plus target is knocked prone.
Disgorge Troops (minor; at will): The siege crab can carry up to 16 medium or small creatures, or up to 4 large creatures, within it. It can disgorge them as a minor action. The troops must have an unoccupied square adjacent to the crab to appear in.
If the siege crab is slain, any troops within it are automatically disgorged, and may appear in the crab’s space (as it is now dead).
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned; Languages -
Skills Endurance +21
Str 30; Dex 20; Wis 23
Con 23; Int 2; Cha 7