Walking lair. The Coral queen is the lord and home of the coral mites, coral sharks, and coral crawlers of the sea and they can use her for there lair action.
siege monster. This monster deals double damage to walls cannons and other ballistic weapons.
Multiattack. The Coral queen makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 50 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Coral queen can bite two another target.
Spawn. roll 4d4+4 coral mites but this takes its whole turn.
Bite. Melee Weapon Attack: +10 to hit, reach 50 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Coral queen can bite two another target.
Full body slam. The queen slams its body into the ground shaking the earth causing a tremor, all players must make a dc17 dex save or fall prone.
Description
The queen spends most of its time sleeping and being feed by its servants but will move if its to dangerous or its not being feed enough. The queen is easy to anger and will destroy whole port towns if hit by even a single cannon ball. The tower on top of the queen acts as an ant hill holding coral mites hatching chambers, food storage, and anything shiny the mites found for the queen.
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