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Crab

Tiny Beast, unaligned

CR 0

10 XP

AC: 11 (natural armor)
HP: 2 (1d4)
Speed: walk 20 ft. , swim 20 ft.
Skills: Stealth +2
Senses: blindsight 30 ft., passive Perception 9
Languages:
STR
2
-4
DEX
11
+0
CON
10
+0
INT
1
-5
WIS
8
-1
CHA
2
-4

Special Abilities

Amphibious

The crab can breathe air and water.

Actions

Claw

Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Quick Reference

Challenge: CR 0
Type: Beast
Size: Tiny
Alignment: unaligned
Best for a party of 4 at level 1, or as environmental filler/comedy encounters at any level

Running This Encounter

Crabs are best used as environmental hazards or swarm encounters rather than solo threats. They can create dynamic terrain challenges by occupying shallow waters, beaches, or cave pools where they threaten to slow or damage the party. Use their low HP and AC to reward player creativity—a single crab is trivial, but a dozen crabs emerging from tide pools or swarms defending their nest can force tactical positioning and resource management.

Combat Tactics

Crabs attack with their claws, attempting to grapple or pinch at the legs and feet of opponents. They prioritize retreating into water or difficult terrain when threatened, using their amphibious mobility to harass the party without committing to direct combat. Multiple crabs work together instinctively, surrounding prey and focusing attacks on immobilized or prone targets.

Environment & Setting

Crabs thrive in coastal areas, tidal caves, swamps, and underground water sources. They are most interesting when their terrain provides them mobility advantages—rocky shores with crevices, shallow water mixed with dry land, or fungal forests with moisture-rich soil.