Neutral Large Monster (animal, aquatic, insect) (4-ft+ diameter)
FREQUENCY: Rare
NO. APPEARING: 2-12
SURPRISE: 33% — Others +34%
SENSES: insect senses
ARMOR CLASS: 3 (AD 2)
MOVE: 90 ft. — climb 90-ft. (underwater)
HIT DICE: 3 (hp 13)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: 2 pincers (2d4 each)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: II (XP 35 + 3 per hp)
Giant crabs are found in any area near water of any sort. They operate equally well on land or in water, always seeking to find something to eat.
Their eyes, being on stalks, can peek over ledges or around corners with ease.
They tend to hide and rush forth to seize their prey (surprise on a 1-4 on a 6-sided die).
Neutral Large Monster (animal, aquatic, insect) (8-ft+ long)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 33% — Others +17%
SENSES: insect senses
ARMOR CLASS: 4 (AD 3)
MOVE: 6" — swim 12"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 15
MELEE: 2 pincers (2d6 each)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: IV (XP 90 + 5 per hp)
These strange monsters are found only in fresh water. They move slowly when walking, but they can swim with great rapidity for short periods.
Like giant crabs, giant crayfish hide in order to rush out and seize their prey (surprise on a 1-3 on a 6-sided die).