Spellcasting. The Chess is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +3 to hit with spell attacks). The queen has the following wizard spells prepared:
Cantrips (at will): acid splash, firebolt, blade ward.
1st level (2 slots): cause fear, expeditious retreat.
Action Melee Attack. Morningstar: +4 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage.
Action Ranged Attack. Longbow: +3 to hit, range 150/600 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage.
Multiattack: The queen makes 2 attacks.
Description
The queen is the fiercest warrior and the real leader of the chessman army. The queen is almost always inside the lair, however, she will pursue any enemy trying to run. The queen is also the only piece that can be instilled with magic. This does take a very strong golem creator.
Lair and Lair Actions
Regional Effects
Each chessmen army has a huge playing board from which it operates. (Usually next to the wizard's living quarters that it is supposed to be defending). The King is nearly always on the board as well as 1 or 2 rooks that guard him. The chessmen are very familiar with the board granting them complete dark vision and a few special moves when they are on the board.
The region containing a Chessmen army’s lair is highly familiar ground to any chessman army, which creates one or more of the following effects:
- Any white chessman in the lair gets +3 initiative.
- Any Chess Pon promoted in the lair is promoted to a chessman that is the choice of the King.
- Any Animated chessmen on the board get complete dark vision.
If the King dies, these effects fade over the course of 2d6 days.
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