| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +7 |
| CHA | 14 | +2 | +6 |
Pheromones Cloud. While in a 60-foot Emanation originating from the ankheg queen, her ankheg allies have Advantage on attack rolls and saving throws, provided the ankheg queen doesn't have the Incapacitated condition.
Powerful Build. The ankheg queen counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift.
Tunneler. The ankheg queen can burrow through solid rock at half her Burrow Speed and leaves a 10-foot-diameter tunnel in her wake.
Acidic Blood. A creature that hits the ankheg queen with a melee attack roll takes 6 (1d12) Acid damage.
Spellcasting. The ankheg queen casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15) :
At will : Detect Magic, Mage Hand
3/Day : Fear, Telekinesis
Bite. Melee Attack Roll : +8 (with Advantage if the target is Grappled by the ankheg), reach 10 ft. Hit : 24 (3d12 + 5) Slashing damage plus 19 (3d12) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17).
Sticky Acid Spit (Recharge 5-6). Dexterity Saving Throw, DC 15, each creature in a 20-foot radius Sphere centered on a point the ankheg queen can see within 120 feet, Failure : 39 (6d12) Acid damage and if the target is Large or Smaller, it has the Restrained conditions (escape DC 15) for up to 1 minute. A creature Restrained that way takes 6 (1d12) Acid damage at the end of each of it's turn, and whenever it succeed or fails to escape. Success : Half damage only.
Alarm Pheromones. The ankheg queen emits a large burst of pheromones that can be detected by other of it's kind up to 3 miles away, calling them to it's position (the DM chooses the creatures susceptible to answer the call). The called creatures arrive in 1d4 rounds, acting as allies of the ankheg queen. Roll initiative for each of them.
Attack order. An ankheg ally of the ankheg queen she can see within 60 feet of her can use it's Reaction to move up to it's full movement speed and make an attack with Advantage.
Hatch Ankhegs (Recharge 5-6). The ankheg queens lobs eggs at various points she can see within 30 feet. She chooses wether she creates 2 (1d4) Soldier eggs, which hatch into Ankheg Soldiers; or 3 (1d6) Clusters of eggs, which hatch into a Swarm of Ankheg Workers.
Cluster of eggs are a Large objects (AC 5, 20 Hit Points), and soldier eggs are Medium objects (AC 20, 5 Hit Points), both with Vulnerability to Bludgeoning damage and Resistance to Acid damage. At the start of the ankheg queen next turn, the eggs hatches, the newly born ankhegs taking thier turn immediatly after the ankheg queen.
Defense Order. Trigger : The ankheg queen is hit by an attack. Response : The ankheg chooses an ankheg ally within 60 feet of herself. The ally can use it's reaction to move to it's full movement speed, and if it can reach the ankheg queen, it becomes the target of the attack instead.
Description
CR 11 : DCR 12 - OCR 10
Oversized insects, most ankhegs are solitary predators or co-exist in nests of a dozen at most, and only while food is plentiful. In rare cases, though, a mutation in a female Ankheg can cause it to grow into an Ankheg Queen, whose pheromones take over other Ankhegs and induce quick changes in their bodies over quickened moltings. These newly changed Ankhegs become the first generation of Soldiers and mate with the Queen, starting a cycle of reproduction that can result in colonies of thousands, split into of Worker and Soldier casts. Where lone ankhegs threaten cattle and nests threaten towns, colonies threaten to lay waste to entire regions and kingdoms. Such a strain of ankhegs is called "The Social Strain", or "Acidic Strain" in reference to their stronger acidic enzymes and acidic blood.
Much larger than regular ankhegs and standing at the heart of the colony sits the Ankheg Queen. After the mutation first occurs the intellect of the new queen slowly rises, eventually reaching sentience and human level, allowing her to use the few new innate magical abilities they develloped. Their minds however, is alien and causes them to struggle to understand humanoid moral compass and other concepts proper to thoses that cling to such frivolous notions as individuality.
In Battle- they have a nasty superacidic-bite and can spew large exploding blobs of extremely potent acid at surprisingly long range, but are quite slow for their size and lack heavy armor. As such they are most confortable in battle surrounded by hords of workers and barricaded behind walls of soldiers, which they empower with clouds of pheromone, commanding them to fight with much higher efficiency, be it to pursue foes or throw their own body in front of what would harm her highness. They are even able to quickly produce eggs and accelerate their growth in order to add more bodies to the field.
Previous Versions
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