Legendary Resistance (3/day). If the Taratect fails a saving throw, it can choose to succeed instead
Spider Climb. The Queen Taratect can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the Queen Taratect knows the exact location of any other creature in contact with the same web.
Web Walker. The Queen Taratect ignores movement restrictions caused by webbing.
Siege Monster. The Queen Taratect deals double damage to objects and structures (included in Earth-Shaking Movement).
Multiattack. The Queen Taratect makes four attacks, one poison fang attack, two stomp attacks, and one web attack
Poison Fangs. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 27 (3d10 + 10) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 36 (8d8) poison damage and being poisoned for one minute on a failed save, or half as much damage on a successful one. The creature can repeat the saving throw at the end of its turns
Stomp. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 38 (8d6 + 10) bludgeoning damage, Additionally, any creatures standing within 30 feet of the target must make a DC 20 dexterity saving throw, taking 9 (2d8) damage and 9 (2d8) thunder damage on a failed save, or half as much on a successful one.
Poison Shots. Ranged Spell Attack: +5 to hit, range 120 ft., two targets. Hit: 22 (3d10 + 6) poison damage.
Web. The queen Taratect shoots webbing out in a 60 foot cone. Any creatures in that area must make a DC 20 dexterity saving throw, on a failed save, the target takes 22 (4d10) damage and is restrained by webbing. As an action, the restrained target can make a DC 23 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 21; hp 80; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The target must also make a DC 21 Constitution saving throw at the start of each of its turns while restrained this way, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one.
Poison Synthesis. The Arch Taratect can choose to generate deadly poison in a spot it can see within 60 feet. Anything within a 20-foot radius of that point must make a DC 20 constitution saving throw, being paralyzed for 3 turns and taking 74 (8d10 + 30) poison damage on a failed save, or half as much damage on a successful one.
Breath attack (Recharge 5-6); The queen Taratect spews forth dark energy in a 300 foot long, 15 foot radius cylinder originating from it. Any creature caught in the area must make a DC 23 Dexterity saving throw, taking 85 (10d10 + 30) force damage on a failed save, or half as much on a successful one
Earth-Shaking Movement. After moving at least 10 feet on the ground, the Queen Taratect sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken.
The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.
The Queen Taratect 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 Queen Taratect regains spent legendary actions at the start of its turn
Web (costs 2 actions). The Queen makes one web attack
Stomp. The Queen makes one stomp attack
Breath (costs 3 actions). The Queen makes one breath attack
Move. The Queen moves up to its speed
Description
The biggest and most dangerous of all the taratects. These giants make up the center of their hives, and are widely considered a walking disaster that destroys everything in its path. The fact that queen taratects are reclusive and rarely leave their nests is considered one of the miracles of the world, as one queens rampage could easily destroy several nations. They are generally considered to be unbeatable for mortals, and even if killing one was possible, it would inevitably com at a tremendous cost in lives and destruction.
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