Awakened Monstrous CrabHD: d12
|1||+1||+2||+0||+0||Crustacean Body, Crab Grab, Swim, Amphibious, +1 str, +1 con|
|2||+2||+3||+0||+0||Powerful Claws, Scent, +1 str, +1 con|
|3||+3||+3||+1||+1||Constrict, Growth, Stealth Scavenger, +1 str, +1 con|
|4||+4|| +4|| +1|| +1|| Noble Crab, +1 str, +1 con|
|5||+5|| +4|| +1|| +1||Noble Crab, +1 str, +1 con|
|6||+6|| +5|| +2|| +2||Duke Crab, +1 str, +1 con|
|7||+7|| +5|| +2|| +2||Duke Crab, Growth, +1 str, +1 con|
|8||+8|| +6|| +2|| +2|| Prince Crab,+1 str, +1 con|
|9||+9|| +6|| +3|| +3||Prince Crab, +1 str, +1 con|
|10||+10|| +7|| +3|| +3||King Crab, Growth, +1 Str, +1 Con|
|11||+11|| +7|| +3|| +3||King Crab, +1 str, +1 con|
|12||+12|| +8|| +4|| +4||Emperor Crab, +1 str, +1 con|
|13||+13|| +8|| +4|| +4||Emperor Crab, Growth, +1 str, +1 con|
2+int modifier, quadruple at first level. Class skills are Balance, Hide, Listen, Move Silently, Profession(any), Spot, Survival, and Swim. Proficiencies:
Monstrous Crabs are proficient only with their natural weapons.Features Crustacean Body:
The Monstrous Crab loses all other racial traits and bonuses and gains vermin traits (Basically immunity to mind affecting effects and darkvision 60 feet) except that it retains an Int score. It is a medium sized vermin with a base speed of 40 feet. It has two natural claw attacks dealing 1d6+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.
It does not have hands capable of fine manipulation, and cannot wield a weapon in either set of claws.
It also gains a natural armor bonus equal to 2+con modifier. Whenever it grows a size category, increase its Natural Armor bonus by 1.Crab Grab:
If the monstrous crab hit an opponent with a claw attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. In adition the monstruous crab ignores freedom of movement effects on his oponents.Ability score increases:
The monstrous crab gains one point of strength and one of Constituction each level, for a total of +13 Str and +13 Con at 13th level.Swim:
The monstrous crab gains a swim speed equal to its HD times 5, although it cannot swim faster than its land speed.
The monstruous crab can breath underwater indefinitely, and does not need to make constitution checks to avoid drowning. It takes no penalty for fighting underwater.Powerful Claws:
At second level, the monstrous crab's claw attacks do+1/2 HD extra damage. If it scores a critical with a claw it adds 1,5 times his strenght modifier instead of just 1. Additionally, it gains a racial bonus on grapple checks equal to its HD.Scent:
At second level the monstrous Crab gains the Scent extraordinary quality.Constrict:
With a successful grapple check, a monstrous crab can crush a grabbed opponent, dealing damage equal to its claw damage. It may constrict each grabbed opponent once per round, including the round it grabs the opponent.Growth:
at third level, a monstrous crab grows to large size. It grows again at, seventh, tenth and thirtienth levels. It is not
a long creature. Stealth Scavenger:
As it grows in size, the monstrous crab's shell still looks like a big piece of rock, allowing it to don't atract too much atention despite its size while watching for any food source. At 3rd level the Monstrous Crab never takes size penalties for hiding, and gains a racial bonus on spot checks equal to ½ its HD.Noble Crab:
As the legend goes, in ancient times an angry goddess was challenging a hero by making it fight a mighty monster. But such was the might of the hero that even the monster seemed to falter, so the goddess ordered a simple crab to attack the hero. Despite being but a simple crustacean, the crab charged into the fray at the request of its lady whitout hesitation, only to beinstantly crushed under the mighty hero's foot. As a reward for its unwavering service, the goddess placed the crab among the sky stars and blessed its descendants so they would grow bigger and stronger. This noble bloodline also manifests in the form of unique abilities. At levels 4 and 5 pick one of the following. Unless otherwise noticed, no option may be picked more than once, and this also applies to Duke, Prince, King and Emperor crab abilities.
Mud Crab-You gain a burrow speed equal to half your base speed. You can choose to leave an useable tunnel behind or not. You also gain a a racial bonus on Hide checks equal to half your HD while you're adjacent to a natural solid surface by partially burrowing yourself,
Fiddler Crab-One of your pincers is drastically bigger than the other. Its damage die is increased one step, its reach is double your normal reach, and you can also use it as a Heavy Shield.
Shore Crawler-You gain a climb speed equal to half your base speed and can perform a number of extra attacks of oportunity per round equal to your Con mod as you can quickly turn around yourself to face new menaces.
Hermit Crab-With 1 minute of work, you can fashion the body of a creature of your size or larger into a shell which fits into your lower body. This shell grants you an Armor bonus equal to the deceased creature's Natural Armor bonus and can be enchanted as normal armor, but has no Dex limit or skill penalty. As a move action you may fully retract yourself inside this shell to gain total concealment and cover, but you can't take any physycal actions while in this state, and are considered blind. Enemies can atempt to sunder the Shell itself, which is considered to have 10 HP per HD and hardness equal to your HD. You can still hear and smell things tough. Geting “out” is another move action. When you grow, you need to find a bigger creature to fashion a new shell of the apropriate size.
Delicious Crab- Crab meat is considered a delicacy among most creatures. A cunning monstrous crab knows how to use this to draw atention towards itself. As a move action, enemies that can see you must suceed on a Will save with DC 10+1/2 HD+Con mod or spend their next turn attacking you to the best of their abilities. If they have a bite attack, they must use it over other methods of attack should they fail the save.
Double Strike- The monstrous crab can attack with both claws as a standard action or at the end of a charge.
Bubble Beam-As a standard action the Monstrous crab can shoot a stream of bubbles with range 20 feet per HD as a ranged touch attack that deals 1d4 damage per HD and the target must suceed on a Reflex save with DC 10+1/2 HD +Con mod or become entangled for 1 round per HD, falling to the ground if a flying creature.. Once used, the Monstrous Crab must wait 1d4 rounds before it has enough bubbles to fire again. The enemy may spend a fullround action to get rid of the bubbles.
Crab Battle- Monstrous Crab levels now grant full Iniator level instead of just half. You also learn one martial maneuver of any school up to half your IL, rounded up. Your claws always count as favored weapons regardless of the school, and for the maneuver learned from Crab Battle, you may use your Str mod and Spot skill instead of the usual ability score and skill used for that maneuver's school (only for monstrous crab maneuver purposes). You always start combat with this maneuver readied, and recharge that maneuver whenever you hit oponents with both claw attacks during your turn.
The Monstrous Crab keeps proving worthy of its legacy. At 6th and 7th levels pick one of the following. Instead of a Duke Crab ability, you may pick two Noble Crab abilities if you wish.
Crab Runner-Eight legs is definetely better than two. You now ignore hard terrain, including magic one like the effect of a Grease spell, and your base speed increases by 5 feet for every 2 HD you have. You must have Shore Crawler to pick this ability.
Violinist Crab- You must have Fiddler Crab to pick this ability. Your upgraded claw now gains an enanchment bonus equal to ½ your HD. It can only have an enanchment bonus to attak and damage rolls up to +5, but enanchment points can be traded for weapon abilities like Keen and Holy. The enanchment bonus also applies to the Shield bonus granted by the claw when used as a Heavy Shield, and you may also pick Shield special properties instead. You may change those enanchments by molding your exoskeleton trough a 24 hour process during which you lose your natural armor bonus and natural attacks, and then emerge with a new shiny shell.
Just a Shell Wound-The Monstrous Crab gains Regeneration equal to half its HD, bypassed by Fire, and if it loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. In addition the Monstrous Crab now heals ability damage at a rate of 2 points per round per 3 HD and ability drain at a rate of 1 point per round per 3 HD, as its body can quickly make new tissues away from contaminated areas. If you have Delicious Crab, its save DC increases by 1 while you have unhealed damage from a fire source. This bonus increases to +2 DC if you're below half HP from fire damage.
Limbripper-When you hit an enemy with both your Claw attacks on the same round, you may atempt to tear off one of their members! The target must make a Fort save with DC 10+1/2 HD+Str mod or suffer depending on the ripped limb. The torn off limb cannot be used anymore until proper healing is applied. This also disables any natural weapons on that limb. Each lost leg decreases a creature's base speed by 10 feet, and if they only have one leg left it is reduced to 10 feet (5 feet if they're left with no legs). For Flying creatures with wings, riping off a single one is enough to make them unable to fly. You may also try to rip off your oponent's head to kill them instantly, but they gain a +5 bonus on the fortitude save on that case.
In addition you can now use both your claws when performing an attack of opPortunity.
Bubble Wave- You need Bubble Beam to learn this. It works as Bubble Beam, but it affects a cone up to half the range of Bubble Beam and automatically hits any targets inside, but they take only half damage if they suceed on their reflex save. Once used, you need to wait 1d4 rounds before using this again, and the “cooldown” is shared with Bubble beam. Both the damage of Bubble Beam and Bubble Wave increase to 1d6 per HD.
CRAB BATTLE-As Crab Battle, and in addition you also learn a Stance of that school, both of a level you qualify for. You need Crab Battle to learn this. You recharge all Mostrous Crab maneuvers when you hit oponents with both claws during your turn.
Induce Allergy- Despite being considered as fine food, a lot of mortals seem to have an awful reaction to shellfish like you. Now enemies hiting you in melee must suceed on a Fort save with DC 10+1/2 HD+Con mod or be rendered nauseated for 1 round, sickened for 1 round on a sucesful save. If they hit you with a natural attack they take a -2 penalty on this save, and if that natural attack was a bite the penalty increases to -4. Even creatures normally immune to sickened and nausea may be affected, but they gain a +5 bonus on their saves.
Shell Smash-As a swift or move action, your next Claw attack counts as a touch attack. If you spend both a swift and move action, your next two claw attacks count as touch attacks.
You're clearly a fine example of your species, standing tall and proud among crabkind. At 8th and 9th levels pick one of the following. Instead of a Prince Crab ability, you may pick two Duke Crab abilities instead if you wish.
Crushing Claws-You learn to attack other's weak points for massive damage. Your claws critical modifier increases to 19-20 x3, and now you have 50% chance of ignoring any immunities to critical hits as your claws simply grind your enemies into pulp if you can get a good grasp. In addition you may make a sunder atempt as a free action whitout provoking attacks of oportunity against any enemy you hit with one of your claws, and you may even atempt to sunder armor! Against unarmored enemies with a natural armor bonus, you may reduce said natural armor bonus by 1d4 by crushing trough scales and chitin or whatever your enemy has. Nat armor lost this way can be restored as ability damage.
Giant Enemy Crab-Your fame preceds you wherever you go. You gain Frightful Presence up to 100 feet, making enemies that see you when you perform a dramatic action like charging or attacking with your pinces need to suceed on a Will save with DC 10+1/2 HD+Con mod or become Frightened for 1d6 rounds. If they suceed, they're still shaken for 1 round, but then become immune to Giant Enemy Crab for 1 minute. Even creatures immune to fear may be affected by this, but they gain a +5 bonus on their saves, and are not shaken if they suceed by 5 or more.
Thick Exoskeleton- You have learned to defend your weak point from massive damage. You gain heavy fortification.
Mud Shot-As a standard action, you may shoot towards an enemy as a ranged touch attack. This has a range of 30 feet per HD, and if its hits it deals 1d8 damage per HD and your enemy, and they must make a Reflex save with DC 10+1/2 HD+Con mod or become blinded for 1 round per HD. As the mud also blocks noses and makes it harder to concentrate, affected creatures also lose Scent, Blindsight, blindsense, Mindsight and other similar special sense for the duration. They may spend a fullround action cleaning out the mud to be able to see, smell and think properly again Once you use Mud Shot, you must wait 1d4 rounds before being able to use it again.
CRAB BATTLE!-As CRAB BATTLE, and in addition if a maneuver you know from Monstrous Crab would call for a single basic melee attack as part of its effect, you may instead attack with both your claws, each claw benefiting from any extra effects from that maneuver. You need CRAB BATTLE to pick this.
YOU WOULDN'T LIKE ME WHEN I'M CRABBY!-Once per hour, you may enter a Rage as a Barbarian, except you gain an extra number of Aoos per round equal to your Con mod, enemies cannot cast/manifest defensively while inside your claw reach and all movement provokes attacks of opportunity from you, including 5-foot steps. You may only attack with your claws while under the effect of this ability.
Your personal legend keeps growing. At 10th and 11th levels pick one of the following. Instead of a King Crab ability, you may pick two Prince Crab abilities instead if you wish.
Fortress Crab-Your shell is an intricate set of plates that doesn't only grant you excelent protection, but also provide a nice plataform for allies. You gain an ennachment bonus to Nat armor equal to ½ your HD. This enanchment can't actually be bigger than +5, but you can spend excess points to gain special armor abilities like Acid Resistance or Cold resistance. You may change those enanchments by molding your exoskeleton trough a 24 hour process during which you lose your natural armor bonus and natural attacks, and then emerge with a new shiny shell.
Allies can also “ride” over your plates. While in there, they can use your nat armor (including enanchments) instead of their own. You may carry 1 creatures one size category smaller than yourself this way, 2 creatures two sizes smaller, 4 creatures three sizes smaller, etc.
In addition, you atract the local fauna and flora to live under your protection. This works as leadership, except it's based on your Str mod instead of your Cha mod, it doesn't grant a cohort, and your followers must all be vermins or plants.
Mud Wave- You need Mud Shot to learn this. It works as Mud Shot, but it affects a cone up to half the range of Bubble Beam and automatically hits any targets inside, but they take only half damage if they suceed on their reflex save. Once used, you need to wait 1d4 rounds before using this again, and the “cooldown” is shared with Mud Shot. Both the damage of Mud Shot and Mud Wave increase to 1d10 per HD.
CRAB BATTLE!!-As CRAB BATTLE!, plus you learn one extra maneuver and extra stance from any single school of your choice of levels you qualify for. You need Crab BATTLE to pick this.
Some Kind of Cave Demon-Some would confuse you with an infernal straight from the abyss. They're right to be afraid. Very afraid. You gain DR/piercing and magic equal to half your HD, and SR equal to 15+HD, which may be raised or droped at any time as a free action, even if it isn't your turn. In addition, 1/day per 2 HD, you may choose to make one of your claw attacks count as a Crab Hammer. You gain a bonus on the attack roll equal to your HD and add your Con mod to the damage, ignoring all miss chances, DR and hardness. This doesn't take an action, but you need to choose to use it before knowing if you hit your oponent's AC or not.
This Kills the Human-Not content with simply killing your kind, long have mortals devised exquisite ways of taking your brethern's lifes in order to eat them. Now you turn the tables on them! Enemies grappled by you now cannot use dimensional travel, and if you start the turn grabbing an enemy smaller than yourself with both your claws (must've suceeded in two claw attacks while the enemy was grappled), then you quickly cut off the front of the enemy roughly 1/4 inch behind their eyes. This kills the enemy.
You now know your place in the world, and it is to crush those that still dare to opose you. At 12th and 13th levels pick one of the following. Instead of an Emperor Crab ability, you may pick two King Crab abilities instead if you wish.
Behemoth-There's always a bigger crab, and you're usually it. You always count as at least one size category bigger than any enemy whenever it would be benefical for you, except for other monstrous crabs with Behemoth, anybody with Titanic Creature and the Xixecal, in which case you count as their size if you have the same HD, or your normal size if they have more HD than you. You need to be gargantuan sized to pick this.
That Damn Crab-You plow right trough all oposition, seemingly unstopable and invulnerable. You can ignore any obstacles between you and your enemy that are smaller than you for movement and attack purposes, simply trampling over them whitout slowing down. If an obstacle of your own size or bigger is in your path, you can atempt to Str check as part of your movement whitout slowing down (most natural obstacles have listed DCs for ths on the srd). If an obstacle it's from a magic source, the DC is 10+1/2 HD+highest mental stat of the one who created it, with the DC of Force effects being 4 higher. Once per hour per 4 HD, you may atempt a Fort save to resist effects if they didn't allow a save, with the same DC as previous, or to ignore the extra effects on a Sucessful save.
Guillotine-You can simply open your pincers, close them over your enemy and watch the two halves fall apart. As a swift or move action, you may ready your claws. Until the start of your next turn, the next time you hit an oponent with a claw attack, they must suceed on a Reflex Save with DC 10+1/2 HD+Str mod or be instantly destroyed.
EYAH!!! CRAB BATTLE!!!-As CRAB BATTLE!!, and in addition should you learn maneuvers from other sources than Monstrous Crab, you may use your Str score for calculating DCs and Spot skill instead of other skill, plus all other maneuver benefits you picked from monstrous crab levels. You need CRAB BATTLE!! to pick this.
Hell yeah, the new, improved Damn Crab! Most of the abilities are from whatever popular media I could find, but they're basically all geared out to charge
So if you want to play an acurate historical representation of shellfish, the Monstrous Crab's for you!