+ 3 Two Handed Trident of Giant Lobster Command: Damage 2d6 ×2 P
Can be thrown by creatures of Large size and beyond, range 10’
Giant Lobster Command CL 15th
Range close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Saving Throw Will negates; Spell Resistance yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. One creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
Attack: On its turn, the subject moves away from you as quickly as possible and attack the target you identify.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Guard: On its turn, the subject moves to you and begins to guard you to the best of its ability and will attack if you become threatened or are attacked.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.
Typical Giant Lobster: CR 3
N Large vermin (aquatic)
Init + 0, Senses darkvision 60 ft., Perception + 4
AC 15, touch 9, flat-footed 15 (– 1 size, + 6 natural)
hp 26 (4d8+ 8)
Fort + 6, Ref + 1, Will + 1
Immune vermin traits
Weaknesses water dependency
Speed: 20 ft., swim 40 ft.
Melee: 2 claws + 5 (1d6+ 3 plus grab/19- 20)
Space 10 ft. Reach 5 ft.
Special Attacks: constrict (claw) 1d6+ 3
Str 16, Dex 10, Con 14, Int 1, Wis 10, Cha 2
Base Atk + 3, CMB + 7 (+ 11 to grapple), CMD 17 (29 vs. trip)
Feats: Improved CriticalB (claw)
Skills: Perception + 4, Stealth + 4, Swim + 19, Racial Modifiers + 4 Perception , + 4 Stealth, + 8 Swim
Water Dependency (Ex) A Giant Lobster can survive out of the water for 1 hour per 2 points of Constitution. Beyond this limit, a Giant Lobster runs the risk of suffocation, as if it were drowning.