Ghost Crab

1 1 1 1 1 1 1 1 1 1 Rating 4.50 (12 Votes)
The sand on the beach beneath your feat suddenly shifts as a ghostly white shelled crab the size of a half-orc suddenly rises in a menacing fashion. It looks at you and snaps its claws in a sinister way as if you've just presented yourself as dinner.

Ghost Crab

CR 4 (1,200 xp)

N medium magical beast
Init +2; Senses darkvision 60 ft, low-light vision; Perception +10

DEFENSE
AC 17, touch: 12, flat-footed: 15 (+3 armor, +2 Dex, +5 natural)
hp 30 (5d10+10)
Fort +5, Ref +3, Will +1
Immunities Mind Affecting effects

OFFENSE
Speed 30 ft, Swim 20 ft
Melee 2 Claws +6 (d4+3 plus grab)
Special Attacks Constrict (d4+3), Enervating Aura

BASE STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +3, CMB +6 (+10 Grapple), CMD 7 (29 vs trip)
Feats Double Slice, Two Weapon Fighting
Skills Perecption +10, Stealth +8 (+10/+12 while using camouflage), Swim +10
Special Qualities Camouflage, Frightful Presence (DC 12 30ft 5d6 rounds), Water Dependent

ECOLOGY
Environment Any Aquatic
Organization Solitary, Cast (2-12)
Treasure None

SPECIAL ABILITIES
Camouflage: A ghost crab can blend in with natural environments granting it a +4 Stealth bonus while being very still and +2 when moving at half its movement speed or less)

Enervating Aura: Available at will, victims must make a DC 10 Fort Save of suffer 1d4 Negative Levels for 24 hours. But like Frightful Presence those that make the save are immune to its effect for 24 hours. The ghost crab gains nothing from using this ability other than weaker opponents.

Frightful Presence: To those with less levels or hit dice as a ghost crab, the creatures very presence is disturbing. When it first appears all who view it must make a DC 12 Will save or become frightened for 5d6 hours. Those making their saving throws are immune to this fear for 24 hourse. Special: If you roll a natural "1" on your saving throw your character is panicked and must flee or otherwise do whatever they can to get away from the thing for 5d6 hours.

Water Dependency: A ghost crab can survive out of water for 1 hour per point of constitution before it runs the risk of suffocation via drowning.


A giant crab infused with dark magic that looks more sinister than it actually acts.

Author's Note: Just something I created for a story that I thought might make a great monster to spice up that beach encounter the GM may want to throw out on a whim.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 4.21 (14 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.21 (14 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.21 (14 Votes)