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
Proficiency Bonus +7
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 demon's turns, each creature within 20 feet of it takes 17 (5d6) acid damage. The range for this aura is doubled if the demon is entirely submerged in liquid.

Amphibious Nightmare. The demon can breathe air and water, as can demons summoned by it.

Hardened Exoskeleton. When the demon takes 20 or less damage from an attack, it takes no damage instead.

Innate Spellcasting. The 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 creature, locate object
3/day each: control water, scrying
2/day each: plane shift

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

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

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

ACTIONS

Multiattack. The 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 and 22 (5d8) acid damage.

Pincer. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage and 10 (3d6) thunder damage.

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

Thunder-claw. One creature the demon can see must succeed on a DC 23 Constitution saving throw or take 44 (8d10) fire damage and 44 (8d10) thunder damage and be stunned until the end of its next turn. Being underwater doesn't grant resistance against this damage.


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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