Thursday, January 15, 2026

King Crab

King Crab

NO. ENCOUNTERED: 1–2
SIZE: Large
HD: 8d10+24 (68 hp)
MOVE: 30 ft., swim 30 ft.
AC: 18
ATTACKS: 2 Claws +8 (2d8+4)
SPECIAL: Amphibious, Siege Claws, Shell Guard, Mated Fury, Improved Grab, Crushing Slam, Drag Under
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast (Aquatic)
TREASURE: Nil
XP: 600 + 8/hp

Amphibious

The king crab can breathe both air and water.

Siege Claws

The king crab's enormous claws are capable of crushing stone, timber, and fortifications.

Its claw attacks deal double damage against objects, doors, vehicles, and structures.

Shell Guard

Once per round, when struck by a ranged weapon attack, the king crab may angle its massive shell toward the incoming missile.

Damage from that attack is reduced by 1d10+4 points, to a minimum of 0.

Shell Guard cannot be used against spells or other attacks that do not depend upon a physical projectile.

Mated Fury

If the king crab's mate is slain within its sight, the crab enters a murderous fury for 10 rounds.

While enraged, it gains:

  • +2 on melee attack rolls

  • +2 damage with its claw attacks

The king crab cannot use Shell Guard while Mated Fury is active.

Improved Grab

Whenever the king crab successfully strikes a creature of Large size or smaller with a Claw attack, it may immediately attempt to seize the victim.

The target must make a Strength save, CL 8, or become grappled in the claw.

A grappled creature:

  • Cannot move away from the crab.

  • Suffers a –4 penalty to AC against attacks from the king crab.

  • Suffers a –2 penalty to attacks and Dexterity-based checks.

  • May attempt a Strength or Dexterity check, CL 8, on its turn to escape.

The king crab may hold one creature in each claw, for a maximum of two grappled creatures.

A claw holding a creature cannot make normal Claw attacks against another target.

Claw

Attack: +8
Damage: 2d8+4
Range: Melee

The king crab normally makes two Claw attacks each round.

A successful Claw attack may trigger Improved Grab.

Crushing Slam

Once every 1d4 rounds, the king crab may rear upward and smash both claws violently into the ground.

All creatures within 10 feet must make a Strength save, CL 4.

On a failed save, a creature suffers 3d10+4 bludgeoning damage and is knocked prone.

On a successful save, the creature suffers half damage and remains standing.

The king crab cannot use Crushing Slam while holding a creature in either claw.

Drag Under

Instead of making one of its normal Claw attacks, the king crab may drag a creature currently grappled in one of its claws up to 10 feet with it.

The crab commonly uses this ability to pull victims into deep water, mud, surf, pits, or similarly dangerous terrain.

If dragged underwater, a creature incapable of breathing water is subject to the normal rules for drowning.

Notes 

  • This variant of King Crab of works in tandem with its mate, a monstrous 'Queen Crab.' King Crab is an aggressive crustacean that uses its claws and the ability to slam its heavy claws down to crush its target.
  • King Crab's reinforced shell allows it to absorb the brunt of attacks, reducing the actual damage. In the event King Crab loses it mate, it will stop trying to defend itself, longing to perish, but not before in a rage trying to kill whoever caused its mate harm.
  • Often kept as pets by Storm and giants. Woe be it to any adventurer, or chef, who disturbs a crab resting in storm giant's castle under the sea. 

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