Medium Monstrosity, Typically Lawful Evil
AC 16    Initiative +2 (12)
HP 60 (6d12)
Speed 30 ft., Fly 50 ft., Climb 30 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 14 +2 +2
WIS 10 +0 +0
CHA 3 −4 −4
Vulnerabilities Fire
Immunities Poison
Senses Blindsight; Passive Perception 18
Languages None
CR 1/2 (XP 100, or 50 in lair; PB +2)
Traits

Flyby. The Crimson Matriarch doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Actions

Multiattack. The Crimson Matriach makes two Scythe attacks, two Pincer attacks or one of each. 

Scythe. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d8 + 2) Slashing damage plus 2 (1d4) Poison damage.

 Pincer: Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 2) Bludgeoning damage, and the creature is  Grappled.

Bonus Actions

Drain. When a creature is  Grappled by the Matriarch, it can use its bonus action to begin draining the blood from the creature. The creature automatically takes 1d4+2 piercing damage and the Matriarch gains hit points equal to this amount. 

Reactions

Telepathic Push. The matriarch uses its telepathic connection to its minions within 60ft to grant Advantage on an attack. 

Telepathic Scream. The matriarch uses its telepathic ability to let out a chilling psychic wail, and grant Disadvantage to any creature within 60ft. 

Legendary Actions

Once per round on initiative count 18.

Larvae Blast. The matriarch rears back and launches a barrage of larvae in a 15 foot cone. Any creature in the cone that fails a Dexterity save DC14 are considered grappled by 1D4 larvae, reducing their speed by 10 feet each and dealing 1 damage per round each until an action is used to remove them. If they remain attached for two turns, they evolve into Bloodwing minions with 5hp. 

Lair and Lair Actions

Once per round on initiative count 10, one of the following, never the same one twice in a row: 

- Tremors: the entire nest shakes violently, DC12 Dexterity save or creatures fall prone. 

- Wail: The queen releases a violent psychic wail that affects all creatures. DC12 Intelligence saving throw or creatures take 1D4 psychic damage and lose their reaction. 

- Summon: The queen begins vibrating, giving off a loud buzzing. 1D4 Bloodwings or Bloodcarvers join the melee.

Previous Versions

Name Date Modified Views Adds Version Actions
9/10/2026 9:06:32 PM
4
0
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LucasSkywalker

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