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.
| Level | XP | HD | Shell Size | Atk+ | D/W/P/B/S |
|---|---|---|---|---|---|
| 1 | 0 | 1+2 | A | +1 | 12/13/14/15/16 |
| 2 | 2000 | 2+1 | A | +2 | 12/13/14/15/16 |
| 3 | 4000 | 3 | A | +2 | 12/13/14/15/16 |
| 4 | 8000 | 4 | A | +3 | 10/11/12/12/14 |
| 5 | 16000 | 5+1 | B | +4 | 10/11/12/12/14 |
| 6 | 32000 | 6 | B | +5 | 10/11/12/12/14 |
| 7 | 64000 | 7+1 | B | +6 | 8/9/10/9/12 |
| 8 | 120000 | 8+2 | B | +7 | 8/9/10/9/12 |
| 9 | 200000 | 9+3 | C | +7 | 8/9/10/9/12 |
| 10 | 280000 | 10+1 | C | +8 | 6/7/8/7/10 |
| 11 | 360000 | 10+2 | C | +8 | 6/7/8/6/10 |
| 12 | 420000 | 11 | C | +9 | 4/5/5/5/8 |
| 12+ | 420000+100000 | +1 HD | D-Z | +1 Att | 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.
A Duel for the Shell consists of ‘tilts’, during which Hermit Crabs simultaneously attack each other coming to blows sideways. Both aim to defeat their opponent by flipping them over, breaking their claw, injuring them, or scoring more points.
Each round both contestants secretly select an aiming point on their opponent's shell as well as a defensive stance. Possible defensive stances depend on the aiming point. The clash is resolved simultaneously according to the table below:
Duel for the Shell Resolution Table
| Target Point / Defensive Positions | 1. Lower Head | 2. Lean Right | 3. Lean Left | 4. Steady | 5. Raise Shell | 6. Lower Shell | Possible Defensive Positions |
|---|---|---|---|---|---|---|---|
| Helm | M | M | M | H | F | M | 4-6 |
| Dexter Chief | F | B | M | B | B | M | 3-6 |
| Chief Pale | B/F/I | F | G | B | B/F | F/I | Any |
| Sinister Chief | G | M | B | G | G | U | 2,4-6 |
| Dexter Fess | B | B/F | M | B | M | B | 4-6 |
| Fess Pale | B/F | G | B | B/F | B/F/I | B | Any |
| Sinister Fess | G | M | B/F | G | G | G | 4-6 |
| Base | B | G | U | B | B/F/I | B | 1,4-6 |
Results:
- B: Broken Claw
- G: Glancing Blow
- H: Head Injury
- I: Injury
- M: Miss
- F: Flipped Over
Hermit Crabs that suffer a Head Injury or have their Claw Broken can only assume the Steady position.
Duels end when a contestant is flipped over or after the third round. The following scores are awarded if points are tallied:
| Tilt result | Dealer | Receiver |
|---|---|---|
| Claw broken | -1 | 0 |
| Head injured | +3 | 0 |
| Injured | 0 | -10 |
| Unhorsed | +20 | 0 |

