Crabman
Medium-sized Humanoid (Crustacean)
Hit Dice: 3d8 (13 hp’s)
Initiative: +0
Speed: 25ft, Swim 20ft
Armor Class: (+6 natural)
Attacks: Claw (2)
Damage: Claw 1d4
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: None
Special Qualities: None
Saves: Fort +3, Ref +1, Will +2
Abilities: Str 10, Dex 10, Con 10, Int 8, Wis 12, Chr 8
Skills: Craft (Sculpture) +6, Listen +7, Spot +7
Feats: Alertness
Climate/Terrain: Temperate to tropical sea coasts
Organization: Tribes numbering up to 12 members
Challenge Rating: ½ 
Treasure: None, half coins in lair
Alignment: Usually Neutral
Advancement Range: By character class

See the 2nd Edition AD&D Monstrous Manual for more information.

Combat:
Crabmen are peaceful, but will fight back with their massive claws if attacked.  There is a sub-race that has males with a larger claw that inflicts 1d6 rather than 1d4 damage.

Skills: +4 bonus to Craft (Sculpture) checks

Society:
See the 2nd Edition AD&D Monstrous Manual for more information.

Characters:
Crabmen are rather religious, and adventurous members of the race tend to be clerics.  They worship an strange god that looks like a humanoid lobster that grants them spells from the Water, Plant, and Protection spheres and prefers the natural crabman claw as his weapon.