Crab people are a species of man-sized, upward standing crustaceans with near human intelligence. The were created by Atlantean sorcery ages ago, but linger on since the demise of their creators. They often go out of their way to take prisoners because they thirst for the flesh of man which they find to be a true delicacy when boiled alive in giant vats and distilled into a thick, pink paste.
CRAB PEOPLE WARRIOR ( 4 HD Soldier)
AC: 16 HD 4 HP 17
Resistance: 16; vs. magic 10
Mods: W 0/N+4/S+6
Speed: 30'
Morale: +6
Stealth 0 Perception 0
Attack, Melee: +6; Damage: 2d6 slashing/bludgeoning (claw)–multi-attack: 2 attacks per round
Resistant: mighty shell half damage from slashing, piercing and bludgeoning weapons
Amphibious: can operate on land and under water
Guts of steel: immune to ingested poisons
S+6, D+6, C+4, I+4, W+4,Ch+4
CRAB PEOPLE CHAMPION ( 8 HD Soldier)
AC: 20 HD 8 HP 33
Resistance: 20; vs. magic 12
Mods: W +2/N+6/S+10
Speed: 30'
Morale: +10
Stealth +2 Perception +2
Attack, Melee: +10; Damage: 3d8 slashing/bludgeoning (claws)–multi-attack: 2 attacks per round
Resistant: mighty shell half damage from slashing, piercing and bludgeoning weapons
Amphibious: can operate on land and under water
Guts of steel: immune to ingested poisons
S+10, D+10, C+6, I+6, W+6,Ch+6
GOLDEN CRAB PERSON ( 8 HD Leader)
AC: 16 HD 8 HP 33
Resistance: 12; vs. magic 20
Mods: W +2/N+6/S+10
Speed: 30'
Morale: +10 with minions, +2 alone
Stealth +6 Perception +6
Attack, Melee: +2; Damage: 3d8 slashing/bludgeoning (Claws)–multi-attack: 2 attacks per round
Attack, Magic: +10 vs Dex; Damage 4d6 thunder (Jet Blast), 40' cone; use 2 times per turn
Resistant: mighty shell half damage from slashing, piercing and bludgeoning weapons
Amphibious: can operate on land and under water
Guts of steel: immune to ingested poisons
Adept: choose 2 Atlantean Blasphemy spells of level 4 or lower for each Golden Crab Person
S+2, D+2, C+6, I+10, W+6,Ch+10