Large Monstrosity, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 30 ft., Climb 30 ft., Burrow 15 ft.
STR
21 (+5)
DEX
16 (+3)
CON
21 (+5)
INT
11 (+0)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws DEX +8, CON +10, WIS +8, CHA +7
Skills Athletics +9, Intimidation +6, Perception +7, Stealth +7
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion, Poisoned, Prone, Unconscious
Senses Darkvision 120 ft, Tremorsense 60ft, Passive Perception 17
Languages Understands Undercommon, but can't speak; telepathic commands to Atticks within 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Never Sleeps. The Attick doesn't sleep and cannot be put to sleep by magic.

Crowned by Stars. Six magical stars follow the Queen, hovering above her like a broken crown. They shed bright light in a 20-foot radius and dim light for another 20 feet. The Queen can dim or brighten this light as a bonus action, but the stars cannot be fully extinguished while she is alive.

Hard to Kill. If damage reduces the Attick to 0 hit points, it must make a constitution saving throw with a DC 5+ the damage taken, unless damage was dealt by a silvered weapon or spell. On success the Attick drops to 1 hit point instead. 

Silver Weakness. A silvered weapon ignores the atticks resistance to non-magical weapon damage. If the Attick takes damage from a silvered weapon, it can not use Hard to Kill until the end of its next turn.

Queen of the Furnished Burrow. The Attick ignores difficult terrain caused by furniture, clutter, rubble, and cramped tunnels. While in its lair, it has advantage of Dexterity (Stealth) checks made among furniture, curtains, rugs, debris, or other stolen objects.

Crooked Crown. The Queen wears a stolen crown. While wearing it, she cannot be charmed or frightened, and Atticks within 60 feet of her have advantage on saving throws against being charmed or frightened.

A creature within 5 feet of the Queen can use an action to make a DC 17 Strength (Athletics) or Dexterity (Sleight of Hand) check, tearing the crown loose on a success. The Queen immediately takes 18 (4d8) radiant damage, loses the benefits of this trait, and cannot use Royal Command until the end of her next turn.

The Queen becomes enraged at the creature that removed her crown.

Hateful Watcher. The Queen cannot be surprised while conscious. Creatures that enter the bright light of her stars for the first time on a turn have disadvantage on Dexterity (Stealth) checks until the start of their next turn.

 

Actions

Multiattack. The Queen makes two Royal Guard-Claw attacks and one Venomous Bite attack. She can replace one Royal Guard-Claw attack with Royal Command.

Royal Guard-Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage, and if the target is Large or smaller, it is grappled. Escape DC 17.

Until the grapple ends, the Queen cannot use her Royal Guard-Claws against another target, and the grappled target has disadvantage on saving throws against the Queen’s Venomous Bite and Melting Gaze.

Venomous Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 19 (4d6 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw.

On a failed save, the target takes 28 (8d6) poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much poison damage and is not poisoned.

A poisoned target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.

Melting Gaze. The Queen targets one creature she can see within 60 feet that can see her eyes. The target must make a DC 17 Constitution saving throw.

On a failed save, the target takes 45 (10d8) acid damage, and its speed is reduced by 20 feet until the end of its next turn as its body begins to soften, blister, and melt.

On a successful save, the target takes half as much damage and suffers no speed reduction.

If a creature is poisoned by the Queen’s Venomous Bite, it has disadvantage on this saving throw.

If this damage reduces a creature to 0 hit points, the creature’s body liquefies into a melted ruin.

Recharge 5–6.

Crown-Star Flare. The Queen’s stars flash in a violent ring of golden light. Each creature of the Queen’s choice within 30 feet that can see the stars must make a DC 17 Constitution saving throw.

On a failed save, a creature takes 18 (4d8) radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and is not blinded.

Recharge 6.

Royal Command. One Attick within 120 feet of the Queen that can see one of her stars can use its reaction to move up to half its speed and make one Guard-Claw attack.

Reactions

Face-Guarding Claws. When the Queen is targeted by a ranged attack from a creature she can see, she raises her red guard-claws defensively, gaining +3 AC against that attack.

Hide Behind the Children. When the Queen is hit by an attack while an Attick is within 5 feet of her, she can force that Attick to become the target of the attack instead.

Legendary Actions

The Queen can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Skitter. The Queen moves up to half her speed without provoking opportunity attacks.

Guard-Claw. The Queen makes one Royal Guard-Claw attack.

Dim the Stars. The Queen dims her stars until the start of her next turn. Until then, she has advantage on Dexterity (Stealth) checks, and creatures more than 10 feet away from her have disadvantage on Wisdom (Perception) checks made to see her.

Star-Flare Burst — Costs 2 Actions. One creature within 30 feet that can see the Queen’s stars must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.

Lesser Melting Gaze — Costs 2 Actions. The Queen targets one creature she can see within 30 feet that can see her eyes. The target must make a DC 17 Constitution saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Description

The Attick Queen is the sole female ruler of an Attick colony: a sleepless, swollen burrowing monarch served with absolute devotion by her lesser kin. She dwells in the deepest chamber of a stolen underground palace, seated on a throne made from dragged-down beds, cabinets, dining chairs, broken mirrors, and royal furnishings.

Like the lesser Atticks, she has a great oval body covered in black fur, red spines along her back, six yellow eyes, venom-dripping fangs, six arachnid walking legs, and two large red guard-claws held close beside her face. 

Unlike her children, the Queen wears a crown.

It is usually a stolen royal crown, too small for her head, tied in place with curtain cord, hair, wire, and torn strips of velvet.  After her sons steal her a crown, She will stubbornly wear it, even if the stolen crown is silver and burns her as she does so.

Six small stars drift above her like a jagged halo, lighting the chamber where she rules.

Lair and Lair Actions

The Queen’s Chamber

The Queen’s chamber is the heart of the Attick colony: a filthy underground throne room assembled from stolen property. Beds are stacked into walls, wardrobes are jammed into the dirt like pillars, mirrors hang from roots, and carpets rot under pools of venomous gloop. Paintings, curtains, silverware, candlesticks, cushions, toys, table legs, and broken doors are arranged according to the Queen’s strange sense of taste.

At the center sits her throne, usually made from the finest stolen furniture in the lair. Around it, her children wait in silence beneath the light of her stars.

The Queen does not merely rule the lair. She decorates it.

Lair Actions

On initiative count 20, losing initiative ties, the Queen can take one of the following lair actions while inside her furnished burrow:

Stolen Furniture Crush. A chair, cabinet, bedframe, table, or similar stolen object hurls itself at a creature the Queen can see within 60 feet. The target must make a DC 16 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save.

Burrow Shift. Dirt walls collapse, rugs slide, and stolen furniture rearranges itself. Until initiative count 20 on the next round, a 20-foot-square area the Queen can see becomes difficult terrain for creatures other than Atticks.

Candleless Light. The Queen’s stars cast impossible shadows across the stolen furniture. Each creature of the Queen’s choice within 30 feet of her must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.

Call the Attick. One Attick in the lair moves up to its speed toward the Queen and may make one Guard-Claw attack if it ends this movement within reach of a target.

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2026 7:03:13 PM
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1
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5/15/2026 7:30:45 PM
2
1
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Coming Soon

Habitat: Underdark

TroyTrulock

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