My Dad’s Monster Manual – Ankheg
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Time to show off another critter created by my father and I created! This time he totally rewrote the story of the ankheg. He saw them as wise, amphibious critters. Take a look!
Oh! This creature is a wise creature.Lucian J. Introcaso
Standing between five and eight feet tall, lobsteronians live in isolated swamp communities reminiscent of their home planet. They can live more than five hundred years, achieving adulthood around age twenty.
Interstellar Wise Folk. Lobsteronians seek enlightenment by teleporting to different planets in the Material Plane and learning about the world’s inhabitants. If well received, they may stay on a planet for a decade or more.
When lobsteronians come to a new planet, they make themselves comfortable in a remote swamp. Then they send out messengers to seek nearby communities and offer words of peace.
Lobsteronians never reveal the name of their planet to others for fear that they might lead enemies back to their people.
Gentle Advisors. All are welcome in a lobsteronian community. Intelligent, empathetic, and patient, loberstonians make excellent councilors, negotiators, and even interrogators. They enjoy learning and are happy to share the lore they’ve picked up over the years. Outsiders seeking lobsteronian skills or knowledge often find the aliens willing to trade for a service, such as a guided tour of nearby town, the procurement of an obscure tome, or the defeat of a monster harassing the colony.
Specialized Jobs. Every lobsteronian in a community is assigned a specialized job by a council of planners. All jobs are held in equal regard including the council. Cooks, warriors, and farmers are all important in the eyes of the community.
Medium humanoid, lawful good
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
|14 (+2)||8 (-1)||12 (+1)||15 (+2)||17 (+3)||16 (+3)|
Skills History +4, Insight +5, Persuasion +5
Senses darkvision 60 ft., passive perception 13
Challenge 1 (200 XP)
Amphibious. The lobsteronian can breathe air and water.
Innate Spellcasting. The lobsteronian’s spellcasting ability is Wisdom (spell save DC 13). The lobsteronian can innately cast the following spells, requiring no material components:
1/day each: augury, teleport, zone of truth
Multiattack. The lobsteronian makes one attack with its bite and one attack with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the lobsteronian can bite only the grappled creature and has advantage on attack rolls to do so.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
What Do You Think?
So how did Pop do? Let me know in the comments below.
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January 30, 2020 @ 3:24 am
I really like the diplomacy of other worlds aspect to The Lobsteronians, going to implement them into my home brew game sometime soon.