Free interactive D&D 5e SRD stat block

Giant Crab

Medium Beast, CR 1/8, AC 15, 13 HP. Unaligned.

A giant armored crab raising its claws in a tidal cave.
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Medium Beast, Unaligned

AC
15
Initiative
+1 (11)
HP
13 (3d8)
Speed
30 ft., Swim 30 ft.
ScoreModSave
STR 13 +1 +1
DEX 13 +1 +1
CON 11 +0 +0
INT 1 -5 -5
WIS 9 -1 -1
CHA 3 -4 -4
Skills
Stealth +3
Senses
Blindsight 30 ft.; Passive Perception 9
Languages
None
CR
1/8 (XP 25; PB +2)

Traits

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6+1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws.

How to run Giant Crab

A giant crab is a beach hazard at CR 1/8. AC 15, 13 HP, Claw is plus 3 for 1d6+1 bludgeoning. If the target is Medium or smaller, it gains Grappled (escape DC 11). With AC 15 and only 13 HP, the crab pops on the first solid hit, so this is a swarm-style encounter or a low-stakes hazard rather than a real fight. Run two to six at once, scuttling out of tide pools, mangroves, or shipwreck holds.

The hook is Blindsight 30 ft. and Stealth plus 3, both inside that 30 ft. radius the crab perceives perfectly. The crab is buried in sand or wedged behind rock until the party steps within range, and then it is suddenly there. Don't roll initiative until a PC has stepped on the first crab. The reveal is the encounter. After that, the crabs swing once, get hit once, and pop, and the party walks on with one more bandage used up.

The Swim 30 ft. and amphibious lifestyle mean the crab fights as well in tidewater as on the beach. If the party tries to retreat into the surf, they make Athletics checks against waves while the crab moves freely. Reward smart positioning. A PC who climbs onto a high rock has effectively ended the encounter for that crab, since the walk speed is 30 and there is no climb speed. The crab will menace from below for a round and then look for easier prey.

Time the first reveal to the moment the rogue is checking the tide pool for treasure. A pinch on the hand is the perfect punctuation for a session that started with the bard wanting to look for shells.

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

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
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