YETI
CRAB
No. Encountered:
1d6
Size: Large (8'+
tall)
Move: 30'/ 30'
Climb/30' Swim
Armor Class: 4 (16)
Hit Dice: 4d10
Attacks: 2
Damage: 1d6/1d6 (+
see below)
Special Attacks:
Cold
Special Defenses:
Immune to Cold
Magic Resistance:
Standard
Intelligence: Low
Morale: +8 (if they
take damage from fire, they must make a morale check at -1)
Alignment: Chaotic
Evil
General: Fearsome
beasts found along cold coastal mountain ranges. Yeti Crabs are at home both
along cold sea-side cliffs as well as hunting seal amongst ice flows. Legends say these beasts were once more
neutral in aspect but after years of being hunted for their shells (useful in
making armor that is light-weight and not affected by immersion in salt water) they turned evil and chaotic.
Whether there is any truth to this is unclear. What is known is that Northern Sea Raiders
avoid taking their vessels too close to the cliffs said to be the lairs of
these beasts. Many a raider has
described the horrors of a Yeti Crab ambush.
Several drop down on deck from the cliffs above, while others climb up
over the sides of the ship, wrecking havoc and death.
Combat: Yeti Crabs
attack with their crab-like pincers. If both pincers hit on the same round the
victim takes an additional 1d6 of cold damage as the Yeti Crab is able to
channel some of the intense cold of its body into the victim.
Appearance: Yeti
Crab's are large humanoids with white fur and a white carapace, their arms end
in pincers, and they have two antennae-like feelers that give them blindsight
in a 30' range.
Based on a creature featured on the show Face Off