Encounters: Cormyrean Marshes - The Marsh of Tun
Giant Crayfish (CR 2)
Alignment: Always neutral
Initiative: 0; Senses: Listen +4 and Spot +4
AC: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +1, Will +1
Speed: 15 ft., swim 30 ft., burrow 5 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +2
Attack: 2 claws +5 melee
Full Attack: 2 claws +5 melee
Damage: Claw 2d6+4
Special Attacks: Improved grab, squeeze
Abilities: Str 16, Dex 11, Con 14, Int -, Wis 10, Cha 2
Special Qualities: Vermin traits
Skills: Hide +0*, Listen +4, and Spot +4
Advancement: 5-9 HD (Large), 10-12 HD (Huge)
Climate/Terrain: Any freshwater
Organization: Solitary or colony (2-4)
Improved Grab (Ex): To use this ability, a giant crayfish must hit with its claw attack. If it gets a hold, it can squeeze.
Squeeze (Ex): A giant crayfish that gets a hold automatically deals 2d6+4 points of claw damage each round the hold is maintained, and can also attack with the other claw at the same time.
*Giant crayfish have a +8 bonus to Hide checks on stony or sandy river beds.