Giant swamp crabs are about twice the size of a human. Their claws have about a 10-foot reach.
- -2 Communication
- 3 Constitution
- -1 Cunning
- 2 Dexterity
- 0 Magic
- 1 Perception (Smelling)
- 5 Strengh
- 2 Willpower
- Speed : 12
- Health : 40
- Defense : 12
- Armor rating : 8
- Weapon : Claw
- Attack Roll : +5
- Damage : 2D6+5
Hard Shell :The swamp crab’s outer shell gives it an armor
rating of 8.
Favoured Stunts : Skirmish,Uneven Ground and Grasping Root
Uneven Ground: The PC stumbles on uneven ground and suffers a –1 penalty (cumulative with other environmental penalties) until he moves to a different location.
Grasping Root: The PC stumbles over a grasping root and falls prone. Furthermore, he must make
a TN 9 Strength (Might) test for each item in his hands to avoid dropping it. Finding a dropped object in the water requires a TN 13 Perception (Searching)test.
Dinner: The crab grasps the stewpot in its claws, tips it over, and leaps upon it, gobbling the noxious liquid off the soft ground.
Stuck : As “Grasping Root,” above, but the PC is also stuck in place until he makes a TN 15 Strength (Might) test to wrest himself free.
Sever Claw : The PC severs one of the swamp crab’s claws, increasing the cost of the “Dinner!” stunt to 6 SP (for one missing claw) or making it impossible (for two missing claws). Upon losing its second claw, the crab must make a TN 15 Willpower (Courage) test or fall back into the dark marshes to nurse its wounds.