Phagogenesis. Reproduces through eating other organisms, and imparts the traits of those organisms into its offspring, including the traits and abilities of fallen adventurers.
Inherited. Roll 1d4 to determine how many traits the Chimera Ant King inherited and include the trait of a devoured creature/person here.
Magic Inclined. A Chimera Ant King can cast all spells using a bonus action, they also gain advantage against magical attacks that require them to make a save, and can hold up to 2 concentration spells at once.
Consume. Every time the Chimera Ant King takes the bite action on a successful hit, he gains hit points equal to the amount of damage dealt with the attack.
Copy. Can absorb the traits or abilities of creatures it has consumed.
Darkvision.
Spellcasting. The Chimera Ant King is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Chimera Ant King has following Sorcerer spells prepared:
Cantrips (at will): [Acid Splash], [Poison Spray], [Light]
1st level (6 slots): [Jump], [Sleep], [Magic Missile], [Detect Magic]
2nd level (3 slots): [Blindness/Deafness], [Enhance Ability], [Detect Thoughts], [Web], [Spider Climb], [See Invisibility], [Phantasmal Force], [Misty Step]
3rd level (3 slots): [Counterspell], [Fly], [Haste], [Hypnotic Pattern], [Water Walk]
4th level (3 slots): [Stoneskin], [Polymorph], [Confusion]
5th level (3 slots): [Dominate Person], [Telekinesis]
6th level (2 slots): [Circle of Death], [True Seeing], [Eyebite]
7th level (2 slots): [Delayed Blast Fireball], [Teleport]
Multiattack. The creature can make two attacks per round and cast one spell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 17(4d6 + 5) [Piercing] damage.
Tail Swipe. Melee Weapon Attack: +5 to hit, range 5 ft circle., 2 target. Hit: 20 (3d10 + 5) Bludgeoning damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, range 5 ft, 1 target, Hit: 8(1d6+5)
Opportunity Attack.
Threatening Aura. When an opposing creature leaves combat range, the Chimera Ant King can use his reaction to make that creature make a Wisdom saving throw with disadvantage if the creature did not disengage before leaving. On a failed save the creature becomes frightened.
Absorb Magic (Costs 2 Actions). When an enemy creature cast a spell of 4th level or higher (Excluding magic of 3rd level or lower cast at higher levels) roll a Charisma saving throw of DC 15, if passed the Chimera Ant King regains a spell slot of equal level or lower.
Tail Attack. The Chimera Ant King makes an attack with its tail.
Grapple. The King can grapple a creature.
Call of the King. Call the kings Royal Guard to protect him. (Will only do so if below 20% HP)
Description
Humanoid in size and silhouette with the features of an ant and all creatures its progenitor had consumed. By consuming humans, especially ones that used magic, the somewhat harmless creature, becomes natures greatest monstrosity giving birth to those that can use magic naturally as well as shape the weave to their own design. The Chimera Ant King DM can be creative with the design of a Chimera Ant King as its features can change depending on the creatures the Chimera Ant Queen had previously consumed. Such as if the Lair of a Chimera Ant is in the Underdark in their campaign the Chimera Ant can have drow, draugr, or even mind flayer characteristics.
Lair and Lair Actions
The lair of a Chimera Ant varies from an underground cavern to a monster made mountain and will typical build them in areas where there are plenty of humans or other prey to eat.
Lair Actions
On initiative count 18(losing initiative ties), the Chimera Ant King takes a lair action to cause one of the following effects; the Chimera Ant King can’t use the same effect two rounds in a row:
- A sense of dread and despair surrounds you, all players within a 60 ft area must make a wisdom save. On a failed save player becomes frightened.
- In the presence of the King, none are worthy to gaze upon him or be blinded by his light. All enemies that look at the King must make a Constitution saving throw. On a failed save they become blinded.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- When in the heart of its lair the Chimera Ant King can feast before a battle gaining 20d4 temporary hit points.
- If any other Chimera Ants were to die of unnatural causes, while inside the lair the King is aware of intruders.
If the [Chimera Ant King] dies, these effects fade over the course of #d# days.
All surviving Chimera Ants besides the royal guard disperse throughout the area and start their own colonies.
The Royal guard if not killed before will vigorously hunt down the ones who killed their king.
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