Superior Crab Demon (5e Creature)

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Design Note: This content was created using of the Monster Design Variability (5e Variant Rule).

Superior Crab Demon[edit]

Gargantuan fiend, chaotic evil


Armor Class 24 (natural armor)
Hit Points 471 (23d20 + 230)
Speed 40 ft., swim 120 ft.


STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 30 (+10) 18 (+4) 23 (+6) 14 (+2)

Saving Throws Str +15, Con +17, Wis +13, Cha +9
Skills Athletics +15, Investigation +11, Perception +13, Survival +13
Damage Resistances cold, lightning, thunder
Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 23
Languages Abyssal, Deep Speech, Telepathy 120 ft.
Challenge 23 (50,000 XP)


Acidic Aura. At the start of each of the crab demon's turns, each creature within 20 feet of it suffer 18 (5d6) acid damage. Any nonmagical items these creatures are wearing are melted. The range for this aura is doubled if the crab demon is entirely submerged within liquid.

Amphibious Nightmare. The crab demon can breathe air and water, as can demons summoned by it. The crab demon's attacks are never impeded by it being submerged in liquid.

Hardened Exoskeleton. When the crab demon takes 20 or less damage from an attack, it ignores the damage.

Innate Spellcasting. The crab demon's innate spellcasting ability is Wisdom (Spell save DC 23, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: locate object, locate creature
3/day each: scrying, control water
2/day each: plane shift

Magic Resistance. The crab demon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The crab demon's attacks are magical.

Sentinel. When an enemy within 20 feet of the crab demon attacks another character, the crab demon can make an opportunity attack against that enemy. When the crab demon hits a character with an opportunity attack, that character's speed is reduced to 0 feet until the start of their next turn.

ACTIONS

Multiattack. The crab demon makes three attacks: one with its bite and two with its pincers.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage + 23 (5d8) acid damage.

Pincer. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage and 11 (3d6) thunder damage.

Summon Demon (1/Day). The crab demon has 50 percent chance of summoning 1d4 nalfeshnees, 1d3 mariliths, 1d2 goristros, or one balor.

Thunder-claw. One creature the crab demon can see must succeed on a DC 23 Constitution saving throw or take 46 (8d10) fire damage and 46 (8d10) thunder damage and be stunned until the end of its next turn. Fire damage dealt this way is not reduced by the target being submerged in liquid.


Superior crab demons are the guardians of Dagon's palace in the 89th layer of the Abyss. They remember each and every piece of his treasure hoard and will hunt down thieves across the face of the universe. They are not as intelligent or silver tongued as most demons, but they are insanely driven. Dagon's mantra of madness pounds within their toxic shells, and were created to battle krakens and storm giants who impinge on Dagon's territory.
More powerful than a balor, but less ambitious, superior crab demons are rarely seen outside of their layer of the Abyss. When sent into the Material Plane, use their telepathy to dominate kuo-toa, merrow, and sahuagin and transform them into ardent worshippers of Dagon. The acid they ooze from their shells will mutate wholesome sea life, turning coral poisonous, sharks ravenous, and driving whales to beach themselves out of despair. Superior crab demons are crafted personally by Dagon, and their shells will only grow larger and craggier the longer they exist.

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