Familiar, King CrabKing Crab CR 1/4Source Ultimate Magic pg. 119 XP 100 N Tiny vermin (aquatic) Init +2; Senses darkvision 60 ft.; Perception +4DefenseAC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size) hp 5 (1d8+1) Fort +3, Ref +2, Will +0 Immune mind-affecting effectsOffenseSpeed 30 ft., swim 20 ft. Melee 2 claws +0 (1d2–2 plus grab) Space 2-1/2 ft., Reach 0 ft. Special Attacks constrict (1d2–2)StatisticsStr 7, Dex 15, Con 12, Int —, Wis 10, Cha 2 Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip) Skills Perception +4, Swim +10; Racial Modifiers +4 Perception SQ water dependencyEcologyEnvironment any aquatic Organization solitary or cast (2–12) Treasure noneSpecial AbilitiesWater Dependency (Ex) Crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a crab runs the risk of suffocation, as if it were drowning.DescriptionKing crabs are small crustaceans with eight legs and two pincers or claws. Aquatic scavengers, crabs can also survive on land for some time, but must return to the water or suffocate.Creatures in "Familiar" CategorySource Pathfinder RPG Bestiary pg. 131 Presented here are the base animal statistics for all of the most commonly used familiars—of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.
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