Encounters: Cormyrean Marshes - The Marsh of Tun

Giant Crayfish (CR 2)

Large Vermin
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
Feats: -
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)
Treasure: None

Source: Converted

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.

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