Next up is the perhaps awkwardly named crippo. It took a little while to come up with a special ability for this one, until I hit upon the idea that the crab's constrict attack could continue beyond death (at a slight decrease, since the creature is no resisting any attempts to break free). I hope you like this tenacious beast (evidently held by a Gargantuan humanoid), and I'll be back in an hour with another monster.
Rather than its normal legs, this hippo has three pairs of crab legs holding it up; two clamp-like claws complete the creature.
Crippo CR 3
N Medium magical beast (aquatic)
Init –1; Senses low-light vision; Perception +5
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 30 (4d10+8)
Fort +6, Ref +3, Will +2
Speed 30 ft., burrow 10 ft., swim 30 ft.
Melee bite +6 (1d6+3) and 2 claws +6 (1d4+3 plus grab)
Special Attacks beyond death, constrict (1d4+3), fierce grip, grab (Large)
Str 17, Dex 8, Con 14, Int 1, Wis 12, Cha 11
Base Atk +4; CMB +7 (+11 grapple); CMD 16 (24 vs. trip)
Skills Perception +5, Stealth +5, Swim +11
Feats Diehard, Endurance
Environment any aquatic
Organization solitary, pair, or cast (3–10)
Beyond Death (Ex) If a crippo dies while constricting a foe with its claw, it does not release the claw. The crippo's CMB and CMD take a –4 penalty for the purpose of maintaining the grapple.
Fierce Grip (Ex) A crippo only takes a –5 penalty to maintain a grapple with a claw if it chooses not to conduct the grapple normally.
Crippos combine the crab's aggressiveness with the hippo's tenacity, resulting in creatures that can harm opponents even after they die. Crippo creators thought they would devise something that could hold prisoners captive, but they failed to count on the creatures' exuberance in crushing captives in their claws. Many cast-off crippos now terrorize shallow water and beaches alike.