Goldflower guides her horse into the haze as her crab tries to squeeze the life out of the hellhound.
[spoiler]
Five foot step north.Crab moves into target's space, as per grapple rules.
Grapple to pin: 16 Constrict: 8 [/spoiler]
Crab stats (4 turns left)
[spoiler]
Fiendish monstrous crab, Medium
Medium Magical Beast (Extraplanar)
Hit Dice:3d8+12 (25 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+10
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws, +6 melee (1d6+4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Constrict 2d6 +4, improved grab
Special Qualities:Amphibious, Low-light Vision, Scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell resistance 8
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 19, Dex 16, Con 16, Int 3, Wis 11, Cha 2
Skills: Hide +4, Spot +4
Feats: Improved Grapple, Power Attack, ToughnessB
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Constrict (Ex): A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus
on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to
start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes
a hold and can constrict.
Monstrous crabs have a +4 racial bonus on grapple checks.
Amphibious (Ex): Although monstrous crabs are aquatic, they can survive indefinitely on land.
Skills: A monstrous crab has a +4 racial bonus on Hide and Spot checks.
[/spoiler]