Psionic Bestiary
Fulminating Crab (Zap Crab)
By Mark A. Jindra and Scott Brocius

Based on an idea by "Slagger the Chuul" of the Wizards of the Coast online community.

Fulminating Crab (Zap Crab)
Small Vermin (Aquatic)
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 20 ft., burrow 5 ft., swim 10 ft.
AC: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Attack: 2 claws -1 melee
Damage: Claw 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Bioelectrical shock, improved grab, psionics, squeeze
Special Qualities: Darkvision 60 ft., immunity to electricity, vermin traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 7, Dex 11, Con 11, Int --, Wis 10, Cha 4
Skills: Hide +12, Intuit Direction +3, Spot +8, Swim +10
Feats: Toughness (B)
Climate/Terrain: Temperate and warm aquatic and marsh
Organization: Colony (2-5) or herd (6-11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)

Fulminating crabs (also known as zap crabs) are relatively peaceful scavengers that use psionic powers to protect themselves from larger creatures. They prefer to stay in the water, but they sometimes venture onto the shore in search of food.

A zap crab looks like a large crab with a dull blue shell and a white underside. When frightened, small electrical discharges crackle between its claws. Psionic gourmets consider zap crabs a delicacy.

COMBAT

Zap crabs usually flee combat, but if trapped or if feeding on land, they use their bioelectrical shock ability to drive off opponents. In areas of silt or sand, they often burrow underground to hide.

Bioelectrical Shock (Su): Whenever two or more zap crabs are within 25 feet of each other, they can work together to create a bioelectrical shock. This effect has a radius of 25 feet and is centered on any one contributing crab. The shock deals 1d4 points of damage for each crab contributing to it (Reflex half DC 10 + number of crabs contributing).

Improved Grab (Ex): If a zap crab hits an opponent that is at least one size category smaller than itself with a claw attack, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus -1). If it gets a hold, it can squeeze in the same round. Alternatively, the zap crab has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the zap crab is not considered grappled. In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Psionics (Sp): 3/day -- electric jolt (see "New Talents, Feats, and More"), float, vigor. Effective manifester level 3rd.

Attack/Defense Modes (Sp): At will -- mind thrust/thought shield.

Squeeze (Ex): A zap crab that gets a hold on an opponent of its size or smaller automatically deals damage with both claws.

Vermin: A zap crab is immune to mind-influencing effects. It also has darkvision 60 ft.

Skills: A zap crab receives a +4 racial bonus on Hide and Spot checks.


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