Huge Monstrosity, Chaotic Neutral
AC 18 Natural    Initiative +2 (12)
HP 212 (20d12 + 48)
Speed 30 ft., Fly 90 ft.
Mod Save
STR 21 +5 +5
DEX 14 +2 +2
CON 19 +4 +14
Mod Save
INT 6 −2 −2
WIS 14 +2 +2
CHA 8 −1 −1
Vulnerabilities Thunder
Resistances Fire
Senses Blindsight 120'; Passive Perception 12
Languages None
CR 12 (XP 8,400; PB +4)
Traits

 

Echolocation (Silence Panic): The matriarch is eyeless and blind. It cannot use its blindsight while deafened or inside an area of magical silence. If the matriarch starts its turn inside a Silence spell or similar effect, it becomes panicked by the sensory void. It must immediately use its movement, its action (to Dash), and its bonus action (Miasmic Rush) to fly out of the silent area by the shortest, most direct route possible. It cannot make attacks while inside an area of silence.

Keen Hearing: The matriarch has advantage on Wisdom (Perception) checks that rely on hearing.

Cloying Miasma: The matriarch is constantly surrounded by a thick, suffocating cloud of toxic gas. A 20-foot-radius aura of heavy fog moves with the creature, centered on its space. The area within the cloud is heavily obscured. Any creature that enters the cloud or starts its turn there must make a DC 17 Constitution saving throw. On a failure, it takes 11 (3d6) poison damage and is poisoned until the start of its next turn. On a success, it takes half as much damage and is not poisoned. If a humanoid creature dies inside this miasma, its flesh rapidly rots. At the start of the next round, it rises as an aggressive ghoul that attacks the nearest living target.

Flammable Miasma: If any part of the Cloying Miasma (including its expanded area from Miasmic Backlash or trails from Miasmic Flyby) is exposed to fire damage, a magical flame, or an open spark, the entire cloud ignites in a violent flash explosion and is immediately dispersed. Every creature inside the cloud's area when it ignites must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Because the matriarch has specialized fire resistance, she takes half damage on a failed save, and no damage on a successful save from her own ignited cloud. When the cloud explodes, roll a d6 on the Chaos Magic Wild Surge table below.

Miasmic Flyby: The matriarch doesn't provoke opportunity attacks when it flies out of an enemy's reach. Additionally, when the matriarch takes the Dash action on its turn, it leaves behind a 10-foot-wide, 10-foot-high trail of toxic gas along its movement path until the start of its next turn. The trail is heavily obscured, and any creature that enters the trail or starts its turn there is subject to the saving throw and damage of the Cloying Miasma trait.

 

 

Actions

 

Multiattack: The matriarch makes two attacks: two with its Claws, one with its Claw and one with its Bite, or one Dive-bomb and one Bite.

Claw: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the target is a Huge or smaller creature and the matriarch moved 20 feet or more straight toward it immediately before the hit, the target takes an extra 13 (3d8) slashing damage.

Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Dive-bomb: The matriarch flies up to 20 feet toward an enemy and makes one Claw attack against it. If the attack hits, the target must make a DC 16 Dexterity saving throw, with the following results:

  • 21 or higher: The target dodges safely; nothing happens.
  • 16–20: The target is knocked prone.
  • 15 or lower: The target is knocked prone and grappled (escape DC 16). While the matriarch is grappling a target this way, it cannot use that Claw to make attacks.

Queen's Screech (Recharge 5–6): The matriarch exhales a wall of sonic agony in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 36 (8d8) thunder damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage and is not incapacitated.

 

Bonus Actions

Aggressive: The matriarch takes the Dash action. She can only use this bonus action if she is flying.

Reactions

Miasmic Backlash: When the matriarch takes 20 or more damage from a single attack or spell, it violently exhales a burst of pressurized gas from its weeping sores. The radius of its Cloying Miasma immediately expands to 40 feet until the start of its next turn, forcing any creature caught in the newly expanded area to immediately make the saving throw against the miasma.

Legendary Actions
Legendary Actions
The Matriarch 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 Matriarch regains spent legendary actions at the start of its turn.
  • Wing Buffet: The Matriarch beats its massive wings. Each creature within 10 feet of the Matriarch must succeed on a DC 17 Dexterity saving throw or be knocked prone. The Matriarch can then fly up to half its flying speed (45 feet).
  • Chomping Strike (Costs 2 Actions): The Matriarch makes one Bite attack.
  • Call the Brood (Costs 3 Actions): The Matriarch lets out a piercing pheromone click. 1d4 Ghouls claw their way out of the nearby earth or drop from the ceiling to defend their Queen, acting immediately on the next initiative count.

Description

"Born from the radioactive, reality-warping depths of the deepest Underdark, these titanic horrors are the ultimate testament to evolutionary chaos. Once ordinary bats, generations of exposure to ancient radiation and raw Abyssal chaos magic have twisted them into apex predators so fierce that even demons could not tame them. They glide through the blackness on massive, soot-choked wings, completely eyeless. Their heads are dominated by oversized, twitching ears and a cavernous maw that constantly clicks and chitters. The air around them is heavy, distorted by a shimmering, toxic mist of radioactive ash that leaks from their chaotic hides. To these beasts, silence is not just an inconvenience—it is total sensory death, a terrifying void they will do anything to escape."

Chaos Magic Wild Surge Table (Roll 1d6 upon cloud ignition)
d6 Chaos Magic Wild Surge Effect
1 Radioactive Flash: The blast emits a burst of blinding violet energy. All creatures in the explosion area are blinded until the end of their next turn.
2 Gravity Inversion: The explosion distorts gravity. Every creature in the area is lifted 10 feet into the air and falls prone when the cloud disperses, taking an additional 1d6 bludgeoning damage.
3 Abyssal Echoes: The explosion leaves behind ghostly, screaming faces of suffering demons. The area of the exploded cloud becomes difficult terrain and forces any creature who ends their turn there to succeed on a DC 15 Wisdom save or be frightened until the start of their next turn. This effect lasts for 1 minute.
4 Spell Siphon: The explosion feeds on magical energy. Any ongoing spell effects of 3rd level or lower inside the explosion radius are immediately targeted by a Dispel Magic effect (+4 modifier).
5 Mutagenic Spores: The burning mist leaves behind glowing, sticky embers. Any creature that failed the Dexterity save against the explosion begins to mutate slightly, gaining disadvantage on all Strength and Dexterity ability checks for 1 minute.
6 Explosive Knockback: The concussive chaos magic slams outward from the blast center. Every creature within the explosion area must succeed on a DC 16 Strength saving throw or be thrown 20 feet away from the center of the cloud, landing prone. If a creature strikes a solid surface (like a wall), they take an additional 2d6 bludgeoning damage.
Harvesting these volatile green crystals is a high-risk, high-reward endeavor. Because the crystals are deeply unstable and heavily irradiated, mining them requires specialized tools and technical expertise.
Harvesting Rules
To harvest a intact specimen, a character must spend 10 minutes working on a crystal cluster and make a Dexterity (Jeweler's Tools) check. A character must be proficient with jeweler's tools to attempt this check.
The DC of the check determines the outcome of the extraction:
Jeweler's Tools Roll Harvesting Outcome
9 or lower Catastrophic Failure. The crystal shatters instantly. It triggers its Crystalline Rupture effect (15-foot sphere, DC 12 Con save, 2d6 poison damage). The harvester has disadvantage on the saving throw. No materials are salvaged.
10 – 14 Partial Failure. The crystal cracks and leaks. The harvester immediately takes 3 (1d6) poison damage, but manages to salvage 1 Cracked Crystal Shard.
15 – 19 Success. The crystal is cleanly extracted. The harvester yields 1 Pristine Green Core.
20 or higher Critical Success. The crystal is perfectly extracted along its natural fault lines. The harvester yields 1 Pristine Green Core and 1d4 Cracked Crystal Shards.

Harvested Materials & Hazardous Properties
While carrying these raw materials in an inventory, they emit a low-grade radioactive pulse.
  • Cracked Crystal Shard: A jagged fragment leaking toxic vapor. If a character carries one or more shards on their person for more than 1 hour without storing them in a lead-lined container, they gain the poisoned condition. This condition lasts until the shards are removed from their inventory.
  • Pristine Green Core: A glowing, humming emerald-like geode. The core is stable while kept in a cushioned pouch, but it remains highly volatile. If a character carrying a Pristine Green Core takes more than 20 points of thunder or fire damage from a single attack, they must make a DC 12 Dexterity saving throw. On a failure, the core detonates in their inventory, dealing 14 (4d6) poison damage to the carrier.

Lair and Lair Actions

 

On initiative count 20 (losing initiative ties), the Matriarch can take a lair action to cause one of the following effects; she cannot use the same effect two rounds in a row:
  • Tectonic Fracture: The Matriarch commands the seismic energy of her nest. A violent tremor shakes the cavern. Every creature on the ground must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Vent Burst: Hot sulfur gas erupts from geothermal floor vents. A 15-foot-radius sphere of scalding steam shoots up from a point on the ground the Matriarch can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
  • Resonant Frequency: The Matriarch emits a low-frequency click that vibrates the cave walls. Up to two fragile green crystal clusters (detailed below) of the DM's choice spontaneously shatter, immediately triggering their Crystalline Rupture explosion.

 

Environmental Hazard: Fragile Green Crystals
Clusters of radioactive, volatile green crystals grow densely throughout the cavern floor and walls. They serve as a dangerous environmental hazard that both players and the Matriarch can deliberately target or accidentally trigger.
  • Stats: A cluster is a Medium object with AC 10 and 5 Hit Points. It is vulnerable to thunder and bludgeoning damage.
  • Crystalline Rupture: When a crystal cluster is reduced to 0 hit points, or if a creature moves through its space, it violently shatters. It releases a cloud of thick, toxic green gas that fills a 15-foot-radius sphere centered on the cluster. The gas lingers for 1 minute.
  • Poison Effect: The area within the gas is heavily obscured. Any creature that enters the cloud or starts its turn there must make a DC 12 Constitution saving throw. On a failure, it takes 7 (2d6) poison damage. On a success, it takes half as much damage.
  • Chain Reaction: Because these gas pockets are highly volatile, they share the Queen's Flammable Miasma trait. If a crystal's poison cloud is touched by fire or an open flame, it explodes, dealing 21 (6d6) fire damage to everyone inside (DC 17 Dexterity save for half) and immediately clears the gas.

Previous Versions

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6/8/2026 8:42:54 AM
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Habitat: HillMountainUnderdark

Aasylum

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