Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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7<br />
Iron Crab<br />
Medium Magical Beast (<strong>Aquatic</strong>)<br />
Hit Dice: 6d10+24 (57 hp)<br />
Initiative: +0<br />
Speed: 20 ft. (4 squares), swim 20 ft. (4<br />
squares)<br />
Armor Class: 20 (+10 natural), touch 10,<br />
flat-footed 20<br />
Base Attack/Grapple: +6/+10<br />
Attack: Claw +10 melee (1d6+4 plus poison)<br />
Full Attack: 2 claws +10 melee (1d6+4 plus<br />
poison)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Poison<br />
Special Qualities: Damage reduction 5/ nonmetal<br />
weapons, darkvision 60 ft., immunity to<br />
poison, low-light vision, metal and gem sense,<br />
pressure immunity, resistance to cold 10, spell-<br />
Found on <strong>the</strong> ocean floor near hydro<strong>the</strong>rmal<br />
vents, <strong>the</strong>se creatures resemble large crabs with a<br />
thick coat <strong>of</strong> metal over <strong>the</strong>ir shell. <strong>The</strong> shell is built<br />
up <strong>of</strong> armor plating shaped from minerals collected<br />
around hydro<strong>the</strong>rmal vents. Iron crabs look like a<br />
drunken metal smith made <strong>the</strong>m. Ungainly, nonsymmetrical,<br />
and badly balanced, <strong>the</strong>y appear more<br />
humorous than threatening—but <strong>the</strong>y are far more<br />
dangerous than <strong>the</strong>ir appearance suggests.<br />
Iron crabs are <strong>the</strong> preeminent metallurgists <strong>of</strong><br />
<strong>the</strong> seas. <strong>The</strong>y are intelligent creatures, well versed<br />
in gems, precious metals, jewelry and similar items.<br />
<strong>The</strong>y spend <strong>the</strong>ir days scouring <strong>the</strong> ocean floor for<br />
minerals and gemstones, hiding away <strong>the</strong>ir findings<br />
in <strong>the</strong>ir cave lairs until <strong>the</strong>y have a vast horde <strong>of</strong><br />
unworked metal and gemstones. Iron crabs <strong>the</strong>n go<br />
on a crafting spree, transforming <strong>the</strong>ir hoard into<br />
fine pieces <strong>of</strong> art.<br />
Once <strong>the</strong> horde is all finished goods, <strong>the</strong> crabs<br />
seal up <strong>the</strong>ir cave and go looking for a new one,<br />
starting <strong>the</strong> cycle <strong>of</strong> ga<strong>the</strong>ring and crafting all over<br />
again. It usually takes a century to build up a hoard<br />
<strong>of</strong> sufficient size and craft it all into jewelry. <strong>The</strong> act<br />
<strong>of</strong> hunting for gems and minerals sustains iron crabs,<br />
which require little meat to survive. <strong>The</strong>y assume<br />
o<strong>the</strong>r races are fed by questing as <strong>the</strong>y do; <strong>the</strong>y just<br />
quest after different things.<br />
<strong>The</strong> shell <strong>of</strong> an iron crab can be used to create<br />
a masterwork suit <strong>of</strong> bone armor (page 12) that has<br />
a +1 armor bonus due to <strong>the</strong> hardness <strong>of</strong> <strong>the</strong> iron<br />
crab shell. A single iron crab has enough shell to<br />
create one suit <strong>of</strong> armor. Iron crabs speak Aquan<br />
and Elven; exceptional individuals speak Orcam or<br />
Sahuagin as well.<br />
128<br />
like abilities, spell resistance 16<br />
Saves: Fort +9, Ref +5, Will +1<br />
Abilities: Str 19, Dex 10, Con 19, Int 14, Wis<br />
9, Cha 4<br />
Skills: Appraise +10 (+12 jewelery and metal<br />
items), Craft (jewelery) +7, Craft (metallurgy)<br />
+11, Search +9, Spot +6, Survival -1 (+1<br />
following tracks), Swim +12<br />
Feats: Improved Natural Attack, Improved<br />
Sunder, Power Attack<br />
Environment: Any aquatic<br />
Organization: Solitary<br />
Challenge Rating: 7<br />
Treasure: Double standard but only precious<br />
metals and gems<br />
Alignment: Always neutral<br />
Advancement: 7-12 HD (Large); 13-18<br />
(Huge)<br />
Level Adjustment: –<br />
Combat<br />
<strong>The</strong>se creatures engage in combat only when<br />
fighting defensively, when hunting for food, or<br />
when trying to appropriate mineral wealth claimed<br />
by someone else. Targets struck by an iron crab’s<br />
claws can be injected with a metal-based poison<br />
formed by glands within <strong>the</strong> claws. <strong>The</strong>y prefer to<br />
avoid killing and are content instead to break <strong>the</strong>ir<br />
opponent’s weapons and leave <strong>the</strong>ir foes debilitated<br />
with poison. Iron crabs do not eat hurnanoids and<br />
only attack <strong>the</strong>m if mineral wealth is at stake. <strong>The</strong>y<br />
do not typically flee danger, since <strong>the</strong>ir speed is so<br />
poor, preferring to chase <strong>the</strong>ir enemies <strong>of</strong>f instead.<br />
Iron crabs only use <strong>the</strong>ir iron body ability when it is<br />
<strong>the</strong> last resort that can save <strong>the</strong>m from death.<br />
Poison (Ex): Injury, Fortitude DC 17, initial<br />
damage 1d4 Con, secondary damage 1 Con. <strong>The</strong><br />
save DC is Constitution-based.<br />
Immunity to Poison (Su): Due to <strong>the</strong>ir<br />
unusual, mineral-heavy metabolism, iron crabs are<br />
immune to all poison.<br />
Metal and Gem Sense (Su): Iron crabs can<br />
sense gems and precious metals when <strong>the</strong>y are close<br />
by. <strong>The</strong> creature has a +8 racial bonus to Search and<br />
Spot checks when looking for gems or precious<br />
metals.<br />
Pressure Immunity (Ex): Iron crabs are<br />
immune to <strong>the</strong> effects <strong>of</strong> pressure at great depths.<br />
<strong>The</strong>y can function at lesser depths without problem.<br />
Spell-Like Abilities: 1/day–iron body. Caster<br />
level 6th.<br />
Skills: An iron crab has a +8 racial bonus on<br />
any Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided it<br />
swims in a straight line.