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View Full Version : Contest D&D Monster Contest I: Extraplanar Origin



Psyche
2022-08-31, 01:41 PM
The Monster must fit the theme of the contest. For our First contest, Extraplanar Origin. It could be a Demon Lord, Carceri ruler, or a Ysgard dog, or anything else you can think of
Your Monster must be posted in this thread.
You may only create one Monster, which must follow the normal rules. Please specify what plane it is for.
Until the contest is finished, do not publicly post your monster anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
Your subclass must be complete by the end of the day on October 1st. The next day, I will put up a voting thread. Any submissions or edits after that point will be considered invalid.
Have fun, be respectful, be amazing, and excel.
5e

LecternOfJasper
2022-08-31, 06:02 PM
So, what edition were you thinking? Also, I think you left a few "subclass"'s in your opening post, which makes me think 5e, but you can never be too sure.

Inevitability
2022-09-04, 11:19 AM
It could be a Demon Lord, Carceri ruler, or a Ysgard dog.

Are these our only three options? Seems a bit limited...

Damon_Tor
2022-09-06, 04:44 PM
Sure, I'll play.


Squatter Crabs

Native to the astral sea, these creatures resemble the mundane hermit crabs to whom they are distantly related. They make their homes in disused extraplanar spaces and demiplanes rather than swimming freely in the Astral Plane. After a brief larval stage, these creatures will locate progressively larger pockets of null space to protect their delicate abdomens, exposing only their heavily armored front sections and powerful claws to the sea itself. Notably, squatter crabs cannot create these pockets of null space on their own: instead they have the ability to locate and take over extra-dimensional spaces created by other creatures.

Squatter crabs are scavengers, and generally harmless, feeding on the bodies of astral leviathans which float through that plane. When threatened, these creatures will choose to withdraw into their demiplane entirely and effectively vanish rather than fight. Only when cornered in their demiplane (such as when the demiplane is accessed from a plane besides the Astral Sea) will they choose to fight, relying on their heavy armor and powerful claws.

Adventurers traveling across the Astral Sea might encounter Squatter Crabs there: they are quite common, and can be found in large numbers around any large carcass, feeding on its remains. However, the odd nature of their defense mechanism means that only a tiny fraction of their bodies are visible there. No matter a Squatter Crab's true size, they only occupy a 5 foot by 5 foot space on the Astral Sea, their head and claws, the rest of their bodies safe inside their extra-planar shell. However, it's also possible for a Squatter Crab to come into conflict with an adventurer when that adventurer attempts to access the extra-dimensional space the crab is using as its shell. A rare free-swimming Squatter Crab is quite vulnerable, and will find itself a new extraplanar space to occupy in 2d4 hours.

A Portable Hole which has been unopened for more than a year has a 1% chance to contain a Juvenile Squatter Crab upon opening. This chance increases by 1% for every year the item has remained unopened to a maximum of 20%. The crab's head and claws fill the entire entrance of the space, with it's unarmored abdomen extending into the interior. The crab will immediately attack any creature it can see within its reach as long as the item is open, and then attempt to close the item again as soon as each other creature is clear of the entrance.

Demiplanes (such as those created by the spell demiplane) are large enough to house the larger adult Squatter Crabs. A demiplane which has not been accessed for more than a year has a 1% chance to contain an Adult Squatter Crab. The chance increases by 1% for every year the item has remained unopened up to a maximum of 80%. As with a juvenile, the opening to the demiplane is entirely occupied by the crab's heavily-defended front, and the adults behave similarly to adolescents when threatened, attacking any creatures they can see within reach then closing the aperture once the creatures threatening them have backed away from the opening.






Juvenile Squatter Crab
Large Monstrosity, Unaligned


Armor Class 18 (Front, Natural Armor) 10 (Behind)
Hitpoints 72 (8d8 + 32)
Speed 10 ft.



STR
16 (+3)

DEX
10 (+0)

CON
18 (+4)

INT
2 (-4)

WIS
14 (+2)

CHA
4 (-3)

Senses Darkvision 60 Ft., passive Perception 12
Languages None
Challenge 2

Planar Anchor While its back half is contained within its extradimensional space, it has expertise (+8) with any check or save it makes to resist being grappled, shoved, moved, teleported, or forced to change planes.

Defensive Position Attacks made against the Squatter Crab from outside its extra dimensional space can only target its front (an AC of 18) as long as it remains pressed against the entrance.

Actions

Multiattack. The crab makes two claw attacks.

Claw. +7 to Hit, 10 foot reach, one target. Hit: The target takes 2d6+3 Bludgeoning Damage, and the target is grappled (Escape DC 15). If the target was already grappled by the crab, it instead throws the target 15 feet away from it: the target takes an additional 9 bludgeoning damage, falls prone, and the grapple ends.

Withdraw. The crab closes the item containing its extradimensional space, disappearing into it. A creature within 5 feet of the opening can use a reaction to make a DC 12 strength check to hold it open.






Adult Squatter Crab
Gargantuan Monstrosity, Unaligned


Armor Class 22 (Front, Natural Armor) 9 (Behind)
Hitpoints 234 (18d12 + 108)
Speed 10 ft.



STR
20 (+5)

DEX
8 (-1)

CON
22 (+6)

INT
2 (-4)

WIS
14 (+2)

CHA
4 (-3)

[tr]
Senses Darkvision 60 Ft., passive Perception 12
Languages None
Challenge 4

Planar Anchor While its back half is contained within its extradimensional space, it has expertise (+12) with any check or save it makes to resist being grappled, shoved, moved, teleported, or forced to change planes.

Defensive Position Attacks made against the Squatter Crab from outside its extra dimensional space can only target its front (an AC of 22) as long as it remains pressed against the entrance.

Actions

Multiattack. The crab makes two claw attacks.

Claw. +11 to Hit, 15 foot reach, one target. Hit: The target takes 4d8+6 Bludgeoning Damage, and the target is grappled (Escape DC 19). If the target was already grappled by the crab, it instead throws the target 25 feet away from it: the target takes an additional 9 bludgeoning damage, falls prone, and the grapple ends.

Withdraw. The crab closes the door leading to its extradimensional space, disappearing into it. A creature within 5 feet of the opening can use a reaction to make a DC 14 strength check to hold it open.

Psyche
2022-09-08, 12:02 PM
Are these our only three options? Seems a bit limited...

No, just examples