Crabman

This giant-sized creature is a bipedal humanoid with a crab-like head, large hands that end in powerful pincers, feet that are splayed. It is covered with chitinous plates, reddish-brown in color. Two smaller humanoid arms protrude below its pincers.

CRABMAN CR 2

XP 600
N Large monstrous humanoid
Init
+0; Senses darkvision 60 ft.; Perception +3

DEFENSE

AC 16, touch 9, flat-footed 16 (–1 size, +7 natural)
hp
19 (3d10+6)
Fort
+3, Ref +3, Will +3

OFFENSE

Speed 30 ft., swim 20 ft.
Melee
2 claws +5 (1d6+3 plus grab)
Space
10 ft.; Reach 10 ft.
Special Attacks
constrict (claw) 1d6+3

STATISTICS

Str 16, Dex 11, Con 15, Int 10, Wis 10, Cha 8
Base Atk
+3; CMB +7 (+11 to grapple); CMD 17
Feats
Alertness, Power Attack
Skills
Craft (any one) +6, Perception +8, Sense Motive +2, Survival +6, Swim +21; Racial Modifiers +4 Swim
Languages
Crabman
SQ
amphibious

Source
Tome of Horrors Complete
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Crabman Characters
Crabmen have racial Hit Dice and can have class levels. Crabman characters possess the following traits.
  • +6 Strength, +4 Constitution, –2 Charisma. Crabmen are powerfully built but strange looking.
  • Large size: Crabmen are Large creatures and have the following adjustments; –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +1 bonus on CMB/CMD, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • Base Speed: A crabman’s base land speed is 30 feet. Its base swim speed is 20 feet.
  • Darkvision: Crabmen can see in the dark out to 60 feet.
  • Racial Hit Dice: A crabman begins with three levels of monstrous humanoid, which provide 3d10 HD, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
  • Racial Skills: A crabman’s monstrous humanoid levels give it skill
    points equal to 3 x (2 + Int modifier, minimum 1). Its class skills are Craft, Perception, and Swim. Crabmen gain a +4 Swim bonus.
  • Racial Feats: A crabman’s monstrous humanoid levels give it two feats.
  • AC: Crabmen have a +7 natural armor bonus.
  • Natural Weapons: Crabmen fight with 2 claws (1d6).
  • Special Attacks: Constrict, grab (see above).
  • Special Qualities: Amphibious (see above).
  • Languages: Crabman begin play speaking crabman. Crabmen with high intelligence scores can choose bonus languages from the following: Aquan, Common, Goblin, Sylvan.