Free interactive D&D 5e SRD stat block

Crab

Tiny Beast, CR 0, AC 11, 3 HP. Unaligned.

Tiny Beast, Unaligned

AC
11
Initiative
+0 (10)
HP
3 (1d4+1)
Speed
20 ft., Swim 20 ft.
ScoreModSave
STR 6 -2 -2
DEX 11 +0 +0
CON 12 +1 +1
INT 1 -5 -5
WIS 8 -1 -1
CHA 2 -4 -4
Skills
Stealth +2
Senses
Blindsight 30 ft.; Passive Perception 9
Languages
None
CR
0 (XP 10; PB +2)

How to run Crab

A crab is a CR 0 set piece, not a fight. With 3 HP, AC 11, no actions in the stat block, and a 20-foot walking and swimming speed, a single crab dies to one cantrip and contributes nothing to a real encounter. Use it for atmosphere: tide pools that scuttle when a torch passes, a beach the party crosses at low tide, the kitchen of a coastal inn. Blindsight 30 means the crab notices the party before they notice it, which is the whole drama.

If you want crabs to matter mechanically, use a swarm. Twenty crabs around the party's ankles is difficult terrain on a beach and a slow morale breaker for a player who hates pinching. Run them as a hazard, not as initiative entries: a Dexterity save (DC 10) when the party tries to sprint, with failure costing 5 feet of movement and a single point of piercing damage. That feels like crabs without making the table sit through twenty +0 attacks that miss everything.

Where crabs work as a real encounter is dressing for something else. A drowned sailor's body on the rocks, alive with crabs that scatter when the rogue rolls it over to find the locket. A trail of pinching tracks that leads the party to the cave they actually need to enter. The crab is the breadcrumb, not the meal.

If a player insists on rolling initiative against a single crab, let them. The crab makes one unarmed-style swipe at +0 (call it 1 piercing), misses on anything but a 20, and dies the next round. Spend thirty seconds, move on. Do not make this a fight.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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