Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Constrict
1d8+6 bludgeoning, DC 22
Ability
Protective Pinch [Reaction]
Circumstance: Trigger: A creature adjacent to the hermit crab attempts to Strik
The hermit crab makes a big claw Strike against the triggering creature.
Ability
Retract
The hermit crab curls fully into its shell to protect itself. This gives it a +4 circumstance bonus to AC, removes its weakness to bludgeoning damage, and grants it resistance 5 to piercing and slashing damage. The only actions the hermit crab can use while in this state are Protective Pinch and Interact to come out of its shell.
Offense
Melee
Circumstance: combat round (melee)
big claw +15 [+10/+5], Damage 2d8+8 piercing plus Grab
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
darkvision
tremorsense (imprecise) 15 feet
Weakness
bludgeoning 5