Crab Swarm Working Draft
Monstrous Crab, Tiny
Tiny Vermin (Aquatic)
Hit Dice: ½d8 (2 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +0/-6
Attack: Claw +2 melee (1d3-2)
Full Attack: 2 claws +2 melee (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Constrict 2d3-2, improved grab
Special Qualities: Amphibious, low-light vision, scent, vermin traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 6, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +12, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Colony (8–16)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Monstrous Crab, Diminutive
Diminutive Vermin (Aquatic)
Hit Dice: ¼d8 (1 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 size, +2 natural), touch 14, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Claw +4 melee (1d2-3)
Full Attack: 2 claws +4 melee (1d2-3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Constrict 2d2-3, improved grab
Special Qualities: Amphibious, low-light vision, scent, vermin traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 4, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +16, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Colony (8–16)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Monstrous Crab Swarm, Tiny
Tiny Vermin (Aquatic, Swarm)
Hit Dice: 4d8 (18 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Clinging swarm, distraction
Special Qualities: Amphibious, half damage from slashing and piercing, low-light vision, scent, swarm traits, vermin traits
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 6, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +12, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Solitary, scrabble (2-4 swarms), or horde (5-8 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Monstrous Crab Swarm, Diminutive
Diminutive Vermin (Aquatic, Swarm)
Hit Dice: 7d8 (31 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 size, +2 natural), touch 14, flat-footed 16
Base Attack/Grapple: +5/—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Clinging swarm, distraction
Special Qualities: Amphibious, immune to weapon damage, low-light vision, scent, swarm traits, vermin traits
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 6, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +12, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Solitary, scrabble (2-4 swarms), or horde (5-8 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
A scuttling mass of saucer-sized crabs that clamber over each other in their eagerness to feed.
The hundreds of crabs that make up a crab swarm may be full grown animals or the tiny young of larger monstrous crabs, which have congregated into swarms after spawning. They are voracious scavengers that will eat anything, living or dead, they come across.
COMBAT
A giant crab swarm moves over anything that smells like food, then attacks until either the swarm is dispersed or there's nothing left of its opponents besides inedible scraps.
Clinging Swarm (Ex): Any living creature that takes damage from a crab swarm's swarm attack must succeed at a Reflex save (DC 13 for Diminutive crab swarms, DC 12 for Tiny) or 1d4 crabs from the swarm automatically grapple the creature, dealing damage as usual. Treat these as individual monstrous crabs, which must be killed or grappled separately. The Reflex save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a crab swarm in its space must succeed on a Fortitude save (DC 13 for Diminutive crab swarms, DC 12 for Tiny) or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A monstrous crab has a +4 racial bonus on Hide and Spot checks.