Krabb
Fisherfolk call these creatures Krabbs, a name simple enough that even the Krabbs seem to understand it. They are not clever guardians, but their grasping claws can make a shoreline approach chaotic while a more dangerous creature prepares to strike.
Krabb
Combat
AC 13 · HP 18 · Low individually; eight Krabbs can make a lively nuisance screen for a bossKrabb
Actions
- Role
- Minion
- Built for
- 3
Notes for the game master
Tactics
Opening
Krabbs waddle out of cover and slap at the closest intruders. If the party approaches through shallow water, they try to shove or throw characters off balance.
Mid-fight
Nearby Krabbs try to grab different characters, then throw them toward water or away from the boss. They do not coordinate beyond copying whatever the closest Krabb just did.
End of the fight
If its target escapes or the boss is no longer threatened, the Krabb resumes aimless slapping or scuttles toward the nearest wet place.
Retreat
A Krabb does not understand retreat. When badly hurt, it may hide under a rock, wave a claw, or keep attacking the last thing that annoyed it.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A squat, red-brown crab with a blunt shell, googly black eyes, and eight legs that seem to disagree about which way it is going. Its two oversized claws flail with all the precision of dropped oars.
Behavior
A total idiot. It mistakes boots, shields, and occasionally other Krabbs for threats. It repeats actions that worked by accident and forgets plans almost immediately.
How it lives
Krabbs gather in tide pools, under piers, and among shoreline rocks. They eat scraps, shellfish, and anything they can accidentally grab.
Lair
A shallow den beneath a rock shelf, pier, or wreck, usually marked by scattered shells and a trail of confused footprints.
- Habitat
- Coastal shores, tide pools, beaches, rocky coves, and piers
Signs that it is near
Tags
Lore
Fisherfolk call these creatures Krabbs, a name simple enough that even the Krabbs seem to understand it. They are not clever guardians, but their grasping claws can make a shoreline approach chaotic while a more dangerous creature prepares to strike.
What drives it
Grab the nearest thing, slap anything that resists, and stay close to damp ground.
After the fight
A defeated Krabb often keeps one claw twitching for a few minutes. Survivors may be found wedged in tide pools, still trying to slap at passing gulls.
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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