A red-brown crab the size of a wagon scuttles forward with an unusual amount of aggression.
N Huge vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +11
AC 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, -2 size)
hp 133 (14d8+70)
Fort +14, Ref +6, Will +7; Immune mind-affecting effects; Weaknesses vulnerability to emotions
Speed 30 ft., swim 40 ft.
Melee 2 claws +17 (2d6+13 plus grab)
Space 15 ft.; Reach 15 ft.
Str 28, Dex 15, Con 20, Int -, Wis 16, Cha 8
Base Atk +10; CMB +21 (+25 grapple); CMD 33 (39 vs. trip)
Skills Perception +11, Swim +17; Racial Modifiers +8 Perception
SQ powerful claws, shared empathy
Shared Empathy (Su)
Mindclaws gain any bonuses or penalties from emotion effects affecting creatures within 30 feet. A mind claw can only benefit from the same spell or effect once regardless of bonus type or number of creatures affected by a single effect, but mindclaws do gain bonuses and penalties from other mindclaws within 30 feet. Mindclaws cannot be the target of an emotion effect (as vermin are immune to mind-affecting effects), but do not gain saving throws against emotion effects affecting other creatures.
Environment any water
Organization solitary or reef (2-10)
Mindclaws retain the psychic impressions of countless dead. They behave like mindless crabs most of the time, but their simple nervous systems process powerful emotions and are easily influenced by magic.
An adult mindclaw is 15 feet tall and weighs 4,000 pounds.
Section 15: Copyright Notice
Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.