|Seriously, where did he get the knife?|
Armor Class: 15
Hit Points: 26 (4d10+4)
Speed: 30 ft., climb. 30 ft., swim 30 ft.
Attributes: Strength: 16 (+3), Dexterity: 14 (+2), Constitution: 12 (+1), Intelligence: 2 (-4),
Wisdom: 11 (+0), Charisma: 4 (-3)
Skills: Stealth: +7
Senses: Blindsight 10 ft, darkvision 60 ft., passive Perception: 10
Challenge: 1 (200 xp)
Crab Climb: Crabs can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Coral Walker: Crabs ignore movement restrictions that may be caused by moving through rough surfaces such as coral.
Snip! - Melee Attack: +5 to-hit, 5 ft. reach. This attack deals 1d8+4 damage (8 per hit) bludgeoning damage. The target struck is grappled with a DC of 11 to escape. The crab can grapple up to two targets by using both of it's claws.
Conjure Knife (Recharge: 5-6): +5 to-hit, Range: 20/60, Some Killer Crabs are sacrificers. These crabs are able to conjure masterwork daggers to use as weapons dealing either melee damage of 1d4+5 (7 per hit). This knife can be thrown at a target and on the subsequent round can 'appear' back in the crabs hand, making adventurers constantly wonder seriously, where did he get the knife?
Once the Killer Crab has been slain, the knife can be collected as an ordinary, but possibly expensive looking dagger. It may also be cursed, depending on if the GM thinks it would make a good MacGuffin.