Large Monstrosity, Any Alignment
Armor Class 17 (natural armor)
Hit Points 253 (22d10 + 132)
Speed 15 ft., Climb 15 ft., Burrow 15 ft.
STR
22 (+6)
DEX
12 (+1)
CON
22 (+6)
INT
22 (+6)
WIS
22 (+6)
CHA
19 (+4)
Skills Insight +16, Perception +11
Damage Immunities Acid, Poison; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 240 ft., Tremorsense 30 ft., Passive Perception 21
Languages Chitrin, Common (only Telepathically), Telepathy (60 ft.)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Majesties Aura. All chitrin creatures within 60 feet of the broodmother have advantage on attack rolls, ability checks, and saving throws. Non-chitrin creatures have to make a DC 20 Wisdom saving throw at the start of each of their turns or have disadvantage on all attack rolls, ability checks, and saving throws.

Hive Minded. If a creature attempts to detect or read the thoughts of the broodmother they take 10 (3d6) psychic damage and must succeed a DC 19 Intelligence saving throw or be stunned until the end of their next turn.

Siege Monster. The broodmother does double damage to objects and structures.

Actions

Multiattack. The broodmother makes three attacks, one with her mandibles and two with her stomp. 

Mandibles. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 24 (4d8 + 6) piercing damage and 13 (3d8) points of acid damage. If the target is medium or smaller it is then grappled (escape DC 19). The broodmother cannot use a mandible attack while grappling a creature but creatures grappled by the broodmother automatically fail against her acid spray. Once a creature is hit by the acid spray while grappled they are released and fall prone 10 ft. in front of the broodmother.

Stomp. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 6) bludgeoning damage and the creature must succeed a DC 19 Strength saving throw or be knocked prone

Acid Spray (Recharge 6). The broodmother spits acid in a line that is 40 feet long and 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 46 (13d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail the saving throw are coated in acid and take 3 (1d6) acid damage at the start of each of their turns until they or another use an action to rinse it off.

Reactions

Temporary Adaptation. When the broodmother takes damage, it can give itself resistance to that damage type until the end of its next turn.

Legendary Actions

The broodmother can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The broothmother regains spent legendary actions at the start of its turn.

Detect. The broodmother makes a Wisdom (Perception) check.

Stomp. The broodmother makes a stomp attack.

Brood Bomb (Costs 2 Actions). The broodmother fires off an egg full of 1d4+1 chitrin workers. The workers appear in a space within 30 ft. of the broodmother.

Description

"The queens of the chitrin are a sight to behold. Regal, of course; but no less scary than their kin. Talking with one was a much more pleasant experience than I had anticipated. Perhaps I'll return sometime. She was excited at the prospect of me meeting her king. I only hope when she said he would have me for dinner it was a turn of phrase." ~ The Diver

Chitrin broodmothers are the highest authority of a chitrin den and are the progenitors of entire chitrin lines. Broodmothers are only born of the highest level of colonies, from the union of a queen and king chitrin (blurwing and broodmother) and once one is born they can no longer produce another from that colony. The young broodmother then departs and forms her own colony, building up experiences until the cycle continues once again. 
A broodmothers personality decides the future of their colony, and the queens can be as varied as any mortal being. Though their territorial nature remains regardless of personality.
To propogate is a queens main goal at first until they find their direction in life.

Lair and Lair Actions

Broodmothers dwell deep underground and in the underdark. They've made burrows all around the world and the continent of magnum gaea. Generally these burrows are dark and damp, but depending on the broodmothers personality the lair can have any variation of interior. Be it one full of history and art preserved well or dark and damp with acid dripping from the walls. Either way the area is always shrouded in dim light or darkness with little to light your way forward.

Lair Actions

On initiative count 20 (losing initiative ties), the broodmother takes a lair action to cause one of the following effects; the broodmother can’t use the same effect two rounds in a row:

  • Non-magical flames in the room extinguish as a cold gust blows through the lair.
  • Acid begins to drip from the walls and ceiling of the lair. Creatures in a 20-foot-radius of the broodmothers choosing must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) acid damage. The area the acid covers now counts as difficult terrain until the next lair action and deals 3 (1d6) acid damage for every 5 feet walked through it.
  • A wave of psychic energy radiates off of the broodmother in a 20-foot-radius. All creatures in that radius must succeed on a DC 15 Intelligence saving throw or take 16 (3d10) psychic damage and fall prone.

Regional Effects

The region containing a legendary broodmothers lair is warped by the broodmothers mental magics, which creates one or more of the following effects:

  • The areas around the broodmothers lair are twisting hard to navigate labyrinths that always seem to lead you back to the exit. 
  • The sound of clattering insect like feet can always be heard just faintly out of your periphery even when absolutely nothing is there.

If the broodmother dies the effects of the lair fade over the course of 1d4 days.

blackpheonix47

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