Crab, Garroter

Family: Insects Rodents & Vermin

Tiny beast, unaligned

Armor Class 13 (natural armor)
Hit Points 18 (4d4 + 8)
Speed 30 ft., swim 20 ft.

7 (-2) 14 (+2) 14 (+2) 1 (-5) 10 (+0) 2 (-4)

Damage Immunities psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Challenge 1/4 (50 XP)

Special Traits

  • Amphibious. The crab can breathe air and water.


  • Whip-claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components.


These aggressive, blue-black freshwater crabs inhabit rivers and streams, scuttling along the muddy terrain in search of prey.

Strangling Claws. Garroter crabs are named for their abnormal right claws, which have evolved over time to strangle prey like a barbed whip.

Clacking Hordes. Their long whip-claw is lined with powerful muscles and joints at the beginning, middle, and end that give it great flexibility. During mating season, thousands of garroter crabs congregate in remote riverbanks and marshes, and the males whip their shells with a clacking sound to attract a mate.

Small Prey. Garroter crabs prey on rodents, cats, and other small animals caught by the riverbank. Garroter crabs are used for their divine abilities and treat them as sacred creatures, and never eat them.

Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.