Divine Avatar. The Queen’s spells and magical effects are unimpeded by an antimagic field.
Divine Protection. Evil aligned dragons and undead treat the Queen as if she is under the effect of a sanctuary spell (spell save DC 26). If she harms a creature, it is immune to this trait for 24 hours.
3/day each: contagion, dispel magic, divine word, guardian of faith, harm, silence
1/day each: holy aura, gate
Legendary Resistance (5/Day). If the Queen fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, the Queen is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. The Queen’s weapon attacks are magical.
Multiple Heads. The Queen has six reactions per round (maximum of 1 per turn) but 5 of these must be opportunity attacks using her bite. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun or paralyze a creature, one of her unspent legendary actions is spent. If she has no remaining legendary actions, she is incapacitated until the end of her next turn.
Regeneration. Unless her Rejuvenation trait is active, the Queen regains 30 hit points at the start of her turn if she has at least one hit point remaining. If she takes 15 or more radiant damage in a single turn, she regains only 15 hit points at the start of her next turn. If she takes 30 or more radiant damage in a single turn, this trait does not function at all at the start of her next turn.
Rejuvenation (Mythic Trait; Recharges after a Short or Long Rest). The Queen is under the effects of a death ward spell that cannot be dispelled. If this spell triggers, the damage creates cracks in each of the Queen’s heads, revealing her phylacyeries. The Queen has five phylacteries: one in each head. A phlyactery has an AC of 25 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, resistant to necrotic damage and it is immune to all conditions. Each phylactery also has one additional damage immunity: acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), and cold damage (white dragon head). If a phylactery is forced to make a saving throw, treat its ability scores as 10 (+0). When a phylactery is destroyed, the associated head is destroyed and the Queen loses one legendary resistance (if she has any remaining), the number of legendary actions and reactions she can take each turn decreases by 1, and she cannot use legendary actions associated with that head. If all five are destroyed, she cannot make bite attacks and is blind beyond the radius of her blindsight. If the Queen finishes a short or long rest, her heads heal, any destroyed phylacteries regenerate, and the phylacteries are covered again. While this trait is active and at least one phlyactery remains, the Queen is immune to all damage and cannot be killed by any means. Award a party that defeats the Undying Queen after she uses her Rejuvenation with an additional 155,000 experience points.
Undead Nature. The Queen does not require air, food, drink, or sleep.
Multiattack. The Queen can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. If the Queen isn’t flying, she can also make an attack with her wings as a bonus action.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the Queen’s choice that is within 120 feet of her and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened of her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Queen’s Frightful Presence for the next 24 hours.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Wings. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage and the target must succeed on a DC 27 Strength saving throw or be knocked prone. The Queen uses this bonus action as part of her multiattack.
The Queen can take 5 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Queen regains spent legendary actions at the end of her turn.
The Queen’s legendary action options are associated with her five dragon heads. Once the Queen chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn. If a head has been destroyed, she cannot choose a legendary action associated with that head.
Bite. The Queen makes a bite attack. On a hit, the attack deals an additional 16 (3d10) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
Any Head: Detect. The Queen makes a Wisdom Perception check or an Intelligence Investigation check.
Any Head: Teleport (Costs 2 Actions). The Queen teleports to an unoccupied space she can see up to 40 feet away.
Black Dragon Head: Acid Serpents (Costs 2 Actions). The queen conjures a magical swarm of flying snakes made of acid that fills a 20-foot-radius sphere centered on a point the Queen chooses within 120 feet of herself. The swarm spreads around corners and remains until the Queen dismisses it as an action, uses this legendary action again, or it dies. The swarm uses the statistics of a swarm of poisonous snakes except it is Gargantuan, has a flying speed of 60 feet, is immune to acid damage, and can only take the dash and disengage actions and cannot make opportunity attacks. The are within the swarm is lightly obscured. Any creature in the swarm when it appears must make on a DC 26 Constitution saving throw, taking 16 (3d10) acid damage plus 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the swarm takes 16 (3d10) acid damage plus 16 (3d10) necrotic damage.
Blue Dragon Head: Lightning Arc (Costs 2 Actions). Lightning magically arcs, forming a 5-foot-wide line between two solid surfaces that the Queen can see. They must be within 120 feet of the Queen and 120 feet of each other. Each creature in that line must make a DC 26 Dexterity saving throw taking 21 (6d6) lightning damage plus 21 (6d6) necrotic damage on a failed save or half as much damage on a successful one.
Green Dragon Head: Toxic Thorns (Costs 2 Actions). A wall of tangled brush bristling with magical thorns springs into existence on a solid surface within 120 feet of the the Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 26 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage plus 9 (2d8) poison damage plus 9 (2d8) necrotic damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 26 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage plus 9 (2d8) poison damage plus 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the Queen uses this legendary action again.
Red Dragon Head: Magma Geyser (Costs 2 Actions). Magma erupts from a point on the ground the Queen can see within 120 feet of herself, creating a 20-foot-high, 5-foot-radius magical geyser. Each creature in the geyser’s area must make a DC 26 Dexterity saving throw, taking 21 (6d6) fire damage plus 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Ice Shards (Costs 2 Actions). Jagged ice shards magically appear and strike up to three creatures that the Queen can see within 120 feet of herself. The Queen makes one ranged attack roll (+18 to hit) against each target. On a hit, the target takes 14 (4d6) piercing damage plus 14 (4d6) cold damage plus 14 (4d6) necrotic damage.
Any Head: Spell (Costs 1-5 Actions). The Queen casts a spell with her Innate Spellcasting trait, expending a number of legendary actions equal to half the spell’s level (rounded up).
If the Queen’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Rejuvenation.
Black Dragon Head: Acid Breath. The Queen breathes acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save.
Blue Dragon Head: Lightning Breath. The Queen breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save.
Green Dragon Head: Poison Breath. The Queen breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save.
Red Dragon Head: Fire Breath. The Queen breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save.
White Dragon Head: Cold Breath. The Queen exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 72 (16d8) cold damage on a failed save.
Description
The Undying Queen appears as a massive five-headed dracolich. Strips of skin corresponding to each chromatic dragon color adorn each head and neck while the rest of her body is entirely skeletal.
Lair and Lair Actions
The Lair of the Undying Queen
The Undying Queen’s lair is a secret tomb filled with powerful guardians and traps. Everything about her lair reflects the Queen’s keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, drakes, and abishais lurk in shadowy recesses, emerging to destroy those who dare to disturb the Undying Queen.
Lair Actions
On initiative count 20 (losing initiative ties), the Queen takes a lair action to cause one of the following effects; the Queen can’t use the same effect two rounds in a row:
- A magical tremor shakes the lair in a 60-foot radius around the Queen. Each creature other than the Queen on the ground in that area must succeed on a DC 26 Dexterity saving throw or be knocked prone.
- A cloud of magical sand swirls about in a 20-foot-radius sphere centered on a point the Queen can see within 120 feet of herself. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 26 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Magical fog billows around one creature the queen can see within 120 feet of herself. The creature must succeed on a DC 26 Wisdom saving throw or be charmed by the Queen until initiative count 20 on the next round.
- Pools of water that the Queen can see within 120 feet of herself magically surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 26 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- The Queen creates an opaque wall of ice on a solid surface she can see within 120 feet of herself. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, lightning, necrotic, poison, and psychic damage. The wall disappears when the Queen uses this lair action again.
Regional Effects
The region containing the Undying Queen’s lair is warped by her magic, which creates all of the following effects:
- Small earthquakes are common within 6 miles of the Queen’s lair.
- Thunderstorms rage within 6 miles of the lair.
- Freezing precipitation falls within 6 miles of the Queen’s lair, sometimes forming blizzard conditions when the Queen is at rest.
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Within 1 mile of its lair, the Queen leaves no physical evidence of her passage unless she wishes to. Tracking her there is impossible except by magical means. In addition, she ignores movement impediments and damage from plants in this area that are neither magical nor creatures (including the plants described above). The plants remove themselves from the Queen’s path.
If the Queen is not in her lair for 10 consecutive days, these effects end until she returns to her lair.
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