Against the Cult of the Commodity

Hermit Crab

Alignment: Lawful

Weapons: Pincers only

Armor: Whatever shell is most powerful.

Communication: Reef, Crab Pincer Clicks

Movement: Crab walk 20m (60ft), Free Swim 20m (60ft), reduced by 3m for every item carried and only once before taking a turn to rest.

Hermit Crabs are stalwart warriors of the reef. They are famous for their shell-armor that protects their soft abdomen and doubles as their home. Some inherit their shell from other hermit crabs. Others scavenge or hunt evil gastropods. A crab cannot resist a new and more impressive shell. Thus when challenged to a duel for the shell a crab cannot refuse.

XP HD Atk+ D/W/P/B/S
0 1+2 +1 12/13/14/15/16
2000 2+1 +2 12/13/14/15/16
4000 3 +2 12/13/14/15/16
8000 4 +3 10/11/12/12/14
16000 5+1 +4 10/11/12/12/14
32000 6 +5 10/11/12/12/14
64000 7+1 +6 8/9/10/9/12
120000 8+2 +7 8/9/10/9/12
200000 9+3 +7 8/9/10/9/12
280000 10+1 +8 6/7/8/7/10
360000 10+2 +8 6/7/8/6/10
420000 11 +9 4/5/5/5/8

Shell-Armor

Every Hermit Crab that makes it to adulthood has come into possession of a starter shell that provides AC 5. The standard shell has enough space to store 7 slots worth of items. A Hermit Crab can retreat into the shell and gain a +2 bonus to AC.

Indeterminate Growth

Hermit Crabs do not ever stop growing. Every 4 levels they double in size and crack their shell forcing them to seek a new one. Past level 12 they continue to gain new levels every 100'000 XP increasing their HD count and attack bonus by one.

Claw Cleave 

The natural weapon of the Hermit Crab is their sharp left chela (1d6). In place of a regular attack, they can attack one 1HD creature per Hermit Crab level.

Duel for the Shell

Any Hermit Crab can challenge another for their shell. The loser must forfeit their shell and look for a new one. The rules to a Shell Duel are strictly codified among Hermit Crabs. (See adapted jousting rules).

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