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Familiar

Source Pathfinder RPG Bestiary pg. 131

Presented here are the base animal statistics for all of the most commonly used familiars—of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.

Creatures in "Familiar" Category

NameCR
Archaeopteryx1/4
Arctic Hare1/6
Arctic Tern1/6
Armadillo1/4
Bat1/8
Blue-Ringed Octopus1/2
Cat1/4
Chicken1/6
Dodo1/4
Donkey Rat1/4
Dwarf Caiman1/3
Flying Squirrel1/3
Fox1/4
Giant Isopod1/8
Goat1/3
Hawk1/3
Hedgehog1/8
House Centipede1/8
Ioun Wyrd1/3
Kakapo1/8
King Crab1/4
Koala1/4
Lemming1/8
Leopard Slug1/8
Lizard1/6
Mole1/6
Monkey1/4
Otter1/4
Owl1/3
Peacock1/4
Penguin1/3
Petrifern1/6
Pig1/3
Platypus1/6
Ptarmigan1/6
Pufferfish1/4
Puffin1/3
Rabbit1/6
Raccoon1/2
Rat1/4
Raven1/6
Scarlet Spider1/4
Seal1/3
Sloth1/6
Squirrel1/8
Thrush1/3
Toad1/8
Tuatara1/4
Viper1/2
Wallaby1/3
Weasel1/2

Familiar, King Crab

King Crab CR 1/4

Source Ultimate Magic pg. 1 (Amazon)
XP 100
N Tiny vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +4

Defense

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects

Offense

Speed 30 ft., swim 20 ft.
Melee 2 claws +0 (1d2–2 plus grab)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks constrict (1d2–2)

Statistics

Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ water dependency

Ecology

Environment any aquatic
Organization solitary or cast (2–12)
Treasure none

Special Abilities

Water Dependency (Ex) Crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a crab runs the risk of suffocation, as if it were drowning.

King crabs are small crustaceans with eight legs and two pincers or claws. Aquatic scavengers, crabs can also survive on land for some time, but must return to the water or suffocate.