![]() Spiny Defense (Ex): Any time the Carcass Crab is successfully hit with a natural weapon or unarmed attack, the spiny carapace does 1d6 points of piercing damage back to the attacker. This DC is Constitution based, although an application of universal solvent automatically disolves the bonds of one Medium size creature. Doing so does not raise the armor bonus, but attempting to remove something from the adhesive surface requires a Strength check against a DC of 21. Also, as a move action, the carcass crab can affix a single unattended object or incapacitated body of a size category at least two smaller than itself, pinning to its shell as per the grappling rules for being pinned. Otherwise, treat this as a secondary natural attack but only against creatures in the same squares as the Carcass Crab.Īdhesive (Ex): Carcass Crabs incur no armor penalty from the additional bits and pieces they gather. If the Carcass Crab has someone grappled, treat this as the constrict monster ability, doing 1d6+4 each round of the grapple, except that it is piercing damage. Underbite (Ex): The mandibles of a Carcass Crab are located under the body and pointed downward, thus preventing the carcass crab from biting anyone unless they are already grappled or otherwise under the Carcass Crab. Attack of the Crab Monsters (1957) Classic TV & Movies Follow Browse more videos Playing next 30:24 Attack of the Crab Monsters (1957)Part01 Golden Frog 37:08 Attack of the Crab Monsters (1957)Part02 Golden Frog 18:31 Monsters of the Han River attacked - Monsters of the Han River attacked. Skills: Perception +9, Stealth +1 (+8 circumstance bonus in battle grounds, charnel fields and similar terrain) Str 26, Dex 13, Con 20, Int 5, Wis 10, Chr 9īase Atk: +12 CMB: +22 (+2 vs bull rush) CMD: 31 (+2 vs bull rush, +4 vs, trip)įeats: Awesome Blow, Improved Bull Rush, Point Blank Shot, Power Attack, Precise Shot, Toughness Poison: Barb - injury, save Fort DC 21 frequency 1/round for 6 rounds effect 1d6 Dexterity damage cure 1 save ![]() Melee: 2 claws +18 (2d6+8 plus grab), barb +11 ranged (1d4 plus poison, 20' rng) ![]() Init: +1 Senses: darkvision 60', low-light Perception +9ĪC: 23, Touch 9, Flat-Footed 22 (-2 size, +1 Dex, +8 natural, +6 armor)ĭefensive Abilities: spiny defense, adhesive
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