# Siege Crab
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 2d6 (×2)
> >Melee/Ranged: +21/+9
> >Secondary: +16/+4
> >Multiattack: +19/+7
> >M/R_PA: +17/+5
> >2nd/PA: +12/+0
> >MA_PA: +15/+3
> >Itterative: 3
> > xDmg:: Str: +10; Str2: +15; StrOH: +5; StrPA: +18; StrPA2H: +27; StrPAOH: +9
> > xDCs:: Str: 30; Dex: 18; Con: 25; Int: 20; Wis: 20; Cha: 16
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Siege Crab</div>
<div class="CR">CR 14 (38,400 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Gargantuan Vermin (aquatic)
**Init** -2
**Senses** darkvision 60 ft.; **Perception** +0
#### defense
**AC** 37, 14 touch, 39 flat-footed (+10 deflection, -2 Dex, +23 natural, -4 size)
**hp** 180 (20d8+100)
**Fort** +17, **Refl** +4, **Will** +6
**Feint** —, **Demoralize** —
**DR** 15/magic adamantine
#### offense
**Speed** 60 ft., swim 60 ft.
**Melee** 4 claws +46 (2d8+14)
**Space** 20 ft., **Reach** 15 ft.
**Special Attacks** force carapace, shielded compartment
#### statistics
**Str** 30, **Dex** 6, **Con** 21, **Int** —, **Wis** 10, **Cha** 2
**BAB** +15, **CMB** +25, **CMD** 43, **TA** +21, **RTA** +9
**Feats** [[Great Cleave]]<sup>B</sup>, [[Power Attack]]<sup>B</sup>
**Skills** Perception +0, Swim +18
**Languages**
#### special abilities
### Force Carapace (Su)
The runes inscribed in a siege crab's shell project a field of force around the creature at all times. While its force carapace is active, a crab gains a +10 deflection bonus to Armor Class, a +8 resistance bonus on all saving throws, and immunity to magic missile spells and effects. All creatures riding within the crab's compartment gain the same benefits with regard to attacks originating outside the crab. The physical attacks of incorporeal creatures cannot bypass the force carapace, nor can such creatures pass through the crab's shell to enter or exit the inner chamber. The siege crab's claw attacks are considered force effects and can strike incorporeal creatures normally while the force carapace is in effect. The force carapace is essentially a magic item crafted from the shell of the living creature. A dispel magic effect targeting a siege crab can suppress its force carapace for 1d4 rounds. disjunction or any other effect that destroys magic items can permanently dispel a carapace. Cl 17th; Craft Wondrous Item, protection from spells, shield, wall of force. Price 200,000 gp; Cost 100,000 gp + 8,000 XP.
### Shielded Compartment (Ex)
Much of the interior tissue of a siege crab has been surgically removed and replaced with a sealed compartment for passengers or cargo. The compartment is accessed by a ventral hatch, and is air- and watertight. Water-breathing creatures using a siege crab can flood the compartment with seawater, while air-breathing creatures keep the chamber filled with air. The passenger space is about 10 feet by 10 feet by 10 feet; it can hold 1 large creature or 4 Medium or Small creatures. Creatures riding within a siege crab's inner chamber have cover and concealment from opponents outside the crab when the hatch is open. While it is sealed, they instead have total cover and total concealment. The hatch is 10 feet in diameter, and the chamber's occupants can make ranged attacks from within the crab while it is open. Opening or closing the hatch is a standard action for an adjacent creature. The death of a siege crab does not compromise the cover or concealment of passengers within its shell. However, since the crab's death usually results in it collapsing on its belly, it is difficult for occupants to exit through the hatch. Creatures trapped within the crab's carcass must cut through the tough carapace to escape; the shell has hardness 15, and breaking through it requires dealing it 30 points of damage from a slashing weapon.