AC 8; 3HD* (dp 8/14 hp).
Death/Poison 11, Wand 12, Paralyze/Petrify 13, Breath 14, Spell 15
+2 Weapon Mastery: claw 1d6/1d6
Special Ability: Armored shell (durability 8), Double Attack
CON 10, DEX 14, INT 8, PER 10, STR 12 WILL 8
XP 50


Crabmen live as simple hunter-gatherers, subsisting primarily on carrion and algae. Much of each crabman’s day is spent hunting, filtering algae, or scavenging along the shore. Crabman often gather large amounts of sand into their mouths, suck out all the organic material, and spit out fist-sized pellets of sand and dirt. These hardened pellets betray the presence of a nearby crabman lair. Crabmen generally live in coastal caves. Some tribes dig extensive burrows in seaside cliffs. Within a burrow complex, each crabman has an individual lair, situated near a large, central meeting area.

Crabmen continue to grow and molt throughout their lives, and specimens as tall as 10 feet have been reported. A crabman can live for up to 20 years. A crabman tribe seldom has commerce with other tribes, and almost never with other intelligent races. They produce few artifacts, primarily seaweed weavings, driftwood carvings, and seashell constructions. Though these are often impermanent, some are quite beautiful. Though details of crabman religion are unknown, most artifacts are believed to be religious in nature, and are jealously guarded. Each tribe appears to be led by a dominant, elder female. These leaders have maximum hit points, and always have one claw that is massively over sized that deals 1d10 damage instead of the normal 1d6 claw damage. Crabmen speak R’lyehian, but with emphasize certain words with hisses and clicks. The crabmen’s xenophobia and the extreme difficulty speaking intelligibly make it virtually impossible for humans and even other undersea races to learn communicate with them without resorting to magic.

Crabmen are attracted to shiny metal, particularly silver-colored metal, though they seem unable to differentiate between silver, platinum, and steel. Crabman lairs often contain piles of these metals, with many pieces worked into sculptures. If the metal has rusted or tarnished, it is sometimes scraped to reveal the shine again, but often simply thrown into a refuse pile.

Ecology: Crabman artifacts can sometimes bring good prices from collectors, though they are often fragile, and readily decompose if made of plants. Crabmen are rumored to be very tasty, especially their legs and claws. Primitive coastal inhabitants, particularly sahuagin, consider them a delicacy and often raid crabman villages. Undamaged crabman shells can be dried out and can be used as medium armor (durability 8, reduces AC by 2), such armor is extremely rare and can fetch a high price on the collectors market (1d10 x 100 + 500 gp)


Shipwrecked on Skull Island mrlost