Large Beast, Unaligned
AC 18 natural    Initiative +0 (10)
HP 171 (18d10 + 72)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 22 +6 +10
DEX 10 +0 +0
CON 19 +4 +8
Mod Save
INT 8 −1 −1
WIS 14 +2 +6
CHA 15 +2 +2
Skills Perception +6
Senses Darkvision 120ft, Tremorsense 60ft; Passive Perception 16
Languages None
CR 9 (XP 5,000; PB +4)
Traits

Legendary Resistance (3/Day). If the queen fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The queen makes three attacks: two with her mandibles and one with her crushing grip.

Mandibles. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Crushing Grip. Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the queen. Hit: 20 (2d12 + 6) bludgeoning damage.

Acid Spray (Recharge 5-6). The queen sprays acid in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The queen 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 regains spent legendary actions at the start of her turn.

Mandible Attack. The queen makes one mandible attack.

Command Ant (Costs 2 Actions). The queen chooses one ant she can see within 60 feet of her. That ant can use its reaction to move up to its speed and make one melee attack.

Summon Reinforcements (Costs 3 Actions). The queen summons 1d4 Worker Ants. The summoned ants appear in unoccupied spaces within 30 feet of the queen and act on the next initiative count.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Ant Queen Lair Actions (Initiative 20, losing ties):

On initiative count 20 (losing initiative ties), the Ant Queen can take one lair action to cause one of the following effects; the queen can't use the same lair action two rounds in a row:
  • Acidic Ooze (Costs 1 Action): A pool of corrosive ant-acid oozes up from a fungal patch or crevice on the cavern floor within 60 feet of the queen. The 10-foot-radius area becomes difficult terrain until initiative count 20 on the next round. Any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) acid damage.
  • Tunnel Collapse (Costs 2 Actions): The queen causes a section of the tunnel ceiling within 60 feet of her to partially collapse. Choose a 10-foot-square area. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until cleared (requiring a DC 13 Strength (Athletics) check as an action).
  • Fungal Spores (Costs 1 Action): The glowing fungus in the cavern releases a cloud of irritating spores in a 20-foot-radius sphere centered on a point within 60 feet of the queen. The area is lightly obscured until initiative count 20 on the next round. Any creature that starts its turn in the area must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn.
  • Emergency Burrow (Costs 2 Actions - Only if at half HP or less): The queen quickly burrows up to half her speed through a soft section of the cavern floor, leaving a small tunnel behind her. She can emerge from a new point within 60 feet of her original position. This movement does not provoke opportunity attacks. (This adds to her mobility and allows her to reposition).
  • Rapid Hatch (Costs 3 Actions - 1/Fight): The queen emits a pheromone that rapidly hatches a clutch of eggs. 1d4 Worker Ants (or 1 Worker Ant and 1 Ant Drone if you want to introduce a flying threat later) appear in unoccupied spaces within 30 feet of the queen and act on the next initiative count. This can be used once per combat.
MattTotzke

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