Hermit Crab Swarm

Level 4
Creature· amphibiousLargeRemaster
AC
20
HP
42
Speed
30 ft.
Perception
+11
Fort
+13
Ref
+10
Will
+7
Immunities precision, swarm-mind
Resistances piercing 5, slashing 5
Weaknesses area-damage 5, splash-damage 5
Senses darkvision, tremorsense 15 ft. (imprecise)
Skills athletics +12
Other Speeds swim 15 ft.
Recall Knowledge DC 19 (nature)

Abilities

Tremorsense (Imprecise) 15 feetinteraction
Swarm Mind
Swarming Snips

Each enemy in the swarm's space takes 2d8 piercing damage (DC 20 reflex save).

Creatures that fail this save also take 1d4 bleed.

When hermit crabs find a shell that is too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. This can form a large chain of queuing crabs waiting to upgrade their shells. Interruptions can aggravate the crabs, resulting in attacks against the unfortunate source of disruption.


Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and "wear" shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can't be found.