the Jester
Legend
CRAB
Source: 1e Monster Manual (giant crab); 3e Eberron Campaign Setting (carcass crab); 3.5e Monster Manual III (siege crab).
Crabs come in all shapes and sizes. Most are small enough that they present no danger to man, but there are exceptional specimens, and given the sheer number of crabs that crawl in the oceans of Cydra, some of these exceptions are exceptional indeed.
Delicious and Useful: Many types of crabs, properly cooked, are a delicious part of the diet of folk that live near the sea. The shells of giant crabs can be used in building, decoration or (properly treated) in the construction of armor. Many seaside villages rejoice when a giant crab is spotted nearby despite the danger it presents to the community, for it is also an opportunity.
Giant Crab --- Level 4 Soldier
Small natural beast (aquatic) --- XP 175
HP 59; Bloodied 29 Initiative +6
AC 20; Fortitude 18; Reflex 16; Will 16 Perception +4
Speed 5
TRAITS
Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Stability
Whenever an effect would knock the giant crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The giant crab may not have more than one creature grabbed.
Attack: Melee 1 (one creature); +9 vs. AC.
Hit: 2d8+3 damage and the target is grabbed (escape DC 14).
(melee) Squeeze * At Will
Attack: Melee 1 (each creature grabbed by the giant crab); +5 vs. Fortitude.
Hit: 1d8+5 damage.
Effect: The grab ends.
---
Str 16 Dex 14 Wis 14
Con 19 Int 1 Cha 5
Alignment unaligned Languages -
Crab Swarm --- Level 7 Skirmisher
Medium natural beast (aquatic, swarm) --- XP 300
HP 80; Bloodied 40 Initiative +10
AC 21; Fortitude 19; Reflex 21; Will 18 Perception +6
Speed 6
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
TRAITS
Crab Swarm * Aura 1
Any creature that ends its turn in the aura takes 5 damage.
Aquatic
The crab swarm can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Swarm
The crab swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The crab swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.
STANDARD ACTIONS
(mbasic) Clinging Crabs * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d8+5 damage and ongoing 5 damage (save ends).
Effect: The crab swarm shifts 1 square.
---
Str 7 Dex 20 Wis 15
Con 16 Int 1 Cha 6
Alignment unaligned Languages -
Monstrous Crab --- Level 9 Skirmisher
Medium natural beast (aquatic) --- XP 400
HP 98; Bloodied 49 Initiative +9
AC 23; Fortitude 24; Reflex 20; Will 21 Perception +7
Speed 5
TRAITS
Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The monstrous crab may not have a creature grabbed.
Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 3d8+4 damage, plus the target is grabbed (escape DC 17).
(melee) Crush * At Will
Attack: Melee 1 (one creature grabbed by the monstrous crab); +12 vs. Fortitude.
Hit: 2d12+8 damage. On a critical hit, the target is also stunned (save ends).
Miss: Half damage.
MOVE ACTIONS
Scuttle * Recharge 5 6
Effect: The monstrous crab shifts 2 squares. If it has a creature grabbed, it pulls that creature up to 2 squares to a space adjacent to the monstrous crab.
---
Str 20 Dex 16 Wis 16
Con 18 Int 1 Cha 5
Alignment unaligned Languages -
Carcass Crab --- Level 15 Lurker
Large natural beast (aquatic) --- XP 1,200
A carcass crab is an immense crab that prefers to scavenge from battlefields, using the corpses spread all around it as camouflage as it feasts. A carcass crab is covered with spines that end up bristling with gore and parts of bodies, bits of banners and the like, further enhancing the monster's disguise.
HP 114; Bloodied 57 Initiative +15
AC 29; Fortitude 30; Reflex 26; Will 26 Perception +11
Speed 6
TRAITS
Spines (poison) * Aura 1
A creature in the aura that makes a melee attack against the carcass crab takes 5 damage plus ongoing 5 poison damage (save ends).
Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.
STANDARD ACTIONS
(mbasic) Claw * At Will
Attack: Melee 2 (one creature); +20 vs. AC.
Hit: 4d8+5 damage. If the carcass crab was hidden at the start of its turn, it also grabs the target (escape DC 22).
(melee) Crush * At Will
Attack: Melee 2 (one grabbed creature); +18 vs. Fortitude.
Hit: 6d8+7 damage and the grab ends.
Miss: Half damage and the grab ends.
Battlefield Camouflage * At Will
Effect: The carcass crab moves 3 squares. If it ends this move with cover or concealment, it may make a Stealth check to hide as a free action.
---
Skills Stealth +16 (+21 on a battlefield)
Str 23 Dex 19 Wis 19
Con 18 Int 3 Cha 11
Alignment unaligned Languages -
Siege Crab --- Level 20 Soldier
Gargantuan natural beast (aquatic) --- XP 2,800
Siege crabs are immense crabs used by various aquatic races as troop transports. These great crabs are so large that it actually carries other creatures within its grotesquely thick shell with it. A siege crab can contain up to 16 medium or small creatures or 4 large creatures in its shell. While in the shell, a creature can take no actions except free actions and has line of sight and line of effect only to other creatues within the shell.
HP 191; Bloodied 95 Initiative +17
AC 36; Fortitude 35; Reflex 31; Will 32 Perception +16
Speed 6
TRAITS
Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Thick Shell
While it is not bloodied, the siege crab gains resist 10 acid, cold, fire, lightning, poison and weapons. While it is bloodied, the siege crab gains vulnerable 10 all.
Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.
STANDARD ACTIONS
(mbasic) Huge Claw * At Will
Attack: Melee 3 (one creature); +25 vs. AC.
Hit: 3d8+15 damage, and the siege crab gains threatening reach 3 against the target until the beginning of the siege crab's next turn.
(melee) Trample * Recharge 6
Effect: The siege crab moves up to 6 squares. It can pass through other creatures' spaces during this movement.
Attack: Melee 0 (each creature whose space the siege crab moves through); +21 vs. Fortitude.
Hit: 3d10+10 damage and the target is knocked prone.
MINOR ACTIONS
Disgorge Troops * At Will
Requirement: The siege crab must have troops within it.
Effect: Up to four creatures that are within the siege crab's shell appear in empty spaces adjacent to it. These creatures roll for initiative immediately upon exiting the crab.
---
Skills Endurance +21
Str 26 Dex 20 Wis 23
Con 23 Int 2 Cha 7
Alignment unaligned Languages -
Source: 1e Monster Manual (giant crab); 3e Eberron Campaign Setting (carcass crab); 3.5e Monster Manual III (siege crab).
Crabs come in all shapes and sizes. Most are small enough that they present no danger to man, but there are exceptional specimens, and given the sheer number of crabs that crawl in the oceans of Cydra, some of these exceptions are exceptional indeed.
Delicious and Useful: Many types of crabs, properly cooked, are a delicious part of the diet of folk that live near the sea. The shells of giant crabs can be used in building, decoration or (properly treated) in the construction of armor. Many seaside villages rejoice when a giant crab is spotted nearby despite the danger it presents to the community, for it is also an opportunity.
Giant Crab --- Level 4 Soldier
Small natural beast (aquatic) --- XP 175
HP 59; Bloodied 29 Initiative +6
AC 20; Fortitude 18; Reflex 16; Will 16 Perception +4
Speed 5
TRAITS
Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Stability
Whenever an effect would knock the giant crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The giant crab may not have more than one creature grabbed.
Attack: Melee 1 (one creature); +9 vs. AC.
Hit: 2d8+3 damage and the target is grabbed (escape DC 14).
(melee) Squeeze * At Will
Attack: Melee 1 (each creature grabbed by the giant crab); +5 vs. Fortitude.
Hit: 1d8+5 damage.
Effect: The grab ends.
---
Str 16 Dex 14 Wis 14
Con 19 Int 1 Cha 5
Alignment unaligned Languages -
Crab Swarm --- Level 7 Skirmisher
Medium natural beast (aquatic, swarm) --- XP 300
HP 80; Bloodied 40 Initiative +10
AC 21; Fortitude 19; Reflex 21; Will 18 Perception +6
Speed 6
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
TRAITS
Crab Swarm * Aura 1
Any creature that ends its turn in the aura takes 5 damage.
Aquatic
The crab swarm can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Swarm
The crab swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The crab swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.
STANDARD ACTIONS
(mbasic) Clinging Crabs * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d8+5 damage and ongoing 5 damage (save ends).
Effect: The crab swarm shifts 1 square.
---
Str 7 Dex 20 Wis 15
Con 16 Int 1 Cha 6
Alignment unaligned Languages -
Monstrous Crab --- Level 9 Skirmisher
Medium natural beast (aquatic) --- XP 400
HP 98; Bloodied 49 Initiative +9
AC 23; Fortitude 24; Reflex 20; Will 21 Perception +7
Speed 5
TRAITS
Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The monstrous crab may not have a creature grabbed.
Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 3d8+4 damage, plus the target is grabbed (escape DC 17).
(melee) Crush * At Will
Attack: Melee 1 (one creature grabbed by the monstrous crab); +12 vs. Fortitude.
Hit: 2d12+8 damage. On a critical hit, the target is also stunned (save ends).
Miss: Half damage.
MOVE ACTIONS
Scuttle * Recharge 5 6
Effect: The monstrous crab shifts 2 squares. If it has a creature grabbed, it pulls that creature up to 2 squares to a space adjacent to the monstrous crab.
---
Str 20 Dex 16 Wis 16
Con 18 Int 1 Cha 5
Alignment unaligned Languages -
Carcass Crab --- Level 15 Lurker
Large natural beast (aquatic) --- XP 1,200
A carcass crab is an immense crab that prefers to scavenge from battlefields, using the corpses spread all around it as camouflage as it feasts. A carcass crab is covered with spines that end up bristling with gore and parts of bodies, bits of banners and the like, further enhancing the monster's disguise.
HP 114; Bloodied 57 Initiative +15
AC 29; Fortitude 30; Reflex 26; Will 26 Perception +11
Speed 6
TRAITS
Spines (poison) * Aura 1
A creature in the aura that makes a melee attack against the carcass crab takes 5 damage plus ongoing 5 poison damage (save ends).
Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.
STANDARD ACTIONS
(mbasic) Claw * At Will
Attack: Melee 2 (one creature); +20 vs. AC.
Hit: 4d8+5 damage. If the carcass crab was hidden at the start of its turn, it also grabs the target (escape DC 22).
(melee) Crush * At Will
Attack: Melee 2 (one grabbed creature); +18 vs. Fortitude.
Hit: 6d8+7 damage and the grab ends.
Miss: Half damage and the grab ends.
Battlefield Camouflage * At Will
Effect: The carcass crab moves 3 squares. If it ends this move with cover or concealment, it may make a Stealth check to hide as a free action.
---
Skills Stealth +16 (+21 on a battlefield)
Str 23 Dex 19 Wis 19
Con 18 Int 3 Cha 11
Alignment unaligned Languages -
Siege Crab --- Level 20 Soldier
Gargantuan natural beast (aquatic) --- XP 2,800
Siege crabs are immense crabs used by various aquatic races as troop transports. These great crabs are so large that it actually carries other creatures within its grotesquely thick shell with it. A siege crab can contain up to 16 medium or small creatures or 4 large creatures in its shell. While in the shell, a creature can take no actions except free actions and has line of sight and line of effect only to other creatues within the shell.
HP 191; Bloodied 95 Initiative +17
AC 36; Fortitude 35; Reflex 31; Will 32 Perception +16
Speed 6
TRAITS
Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Thick Shell
While it is not bloodied, the siege crab gains resist 10 acid, cold, fire, lightning, poison and weapons. While it is bloodied, the siege crab gains vulnerable 10 all.
Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.
STANDARD ACTIONS
(mbasic) Huge Claw * At Will
Attack: Melee 3 (one creature); +25 vs. AC.
Hit: 3d8+15 damage, and the siege crab gains threatening reach 3 against the target until the beginning of the siege crab's next turn.
(melee) Trample * Recharge 6
Effect: The siege crab moves up to 6 squares. It can pass through other creatures' spaces during this movement.
Attack: Melee 0 (each creature whose space the siege crab moves through); +21 vs. Fortitude.
Hit: 3d10+10 damage and the target is knocked prone.
MINOR ACTIONS
Disgorge Troops * At Will
Requirement: The siege crab must have troops within it.
Effect: Up to four creatures that are within the siege crab's shell appear in empty spaces adjacent to it. These creatures roll for initiative immediately upon exiting the crab.
---
Skills Endurance +21
Str 26 Dex 20 Wis 23
Con 23 Int 2 Cha 7
Alignment unaligned Languages -