Crabmeat (with or without the sub roll)

Urklore

First Post
How about d20 stats for normal crabs and than giant crabs (large-sized or bigger) so my Sahuagin can have mounts. Is this in any published source?
 

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Dungeon Magazine #91 has a monstrous crab. It is size Small, though.

The sand hulk in CC3 is a Gargantuan crablike creature.

You could also probably use the monstrous spiders as a base creature, remove their poison and web abilities, make them aquatic and amphibious, raise natural armor a bit, and give them the improved grab and constrict abilities of the chuul to get a workable crab.
 


FWIW, this is a conversion of the OD&D giant crab that I came across today as I was digging up the conversion information I had for X4. It's definitely the little brother of the monstrous crab that Shade linked to, but might prove useful.

Crab, Giant

Medium-size Vermin
HD: 3d8 (13 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 18 (-1 Dex, +9 natural)
Attacks: 2 claws +3 melee
Damage: Claw 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, squeeze
Special Qualities: Vermin
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 14, Dex 9, Con 11, Int -, Wis 10, Cha 2
Skills: Listen +6, Spot +4
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary or Group (1-6)
Challege Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 (Medium-size), 5-9 (Large)

Improved Grab (Ex): To use this ability, the giant crab must hit with a claw attack.

Squeeze (Ex): A giant crab that gets a hold automatically deals claw damage, with an additional 1d3 points of bludgeoning damage from the crushing force, each round the hold is maintained.
 

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