Gargantuan Aberration, Unaligned
Armor Class 19 (natural armor)
Hit Points 432 (32d20 + 256)
Speed 30 ft.
STR
24 (+7)
DEX
8 (-1)
CON
26 (+8)
INT
8 (-1)
WIS
14 (+2)
CHA
3 (-4)
Saving Throws STR +13, CON +14, INT +5
Skills Perception +6
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Petrified
Senses Blindsight 120 ft, Darkvision 240 ft., Tremorsense 1 mile, Passive Perception 16
Languages --
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 20 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.

If it looks at the basilisk in the meantime, it must immediately make the save.

Multiple Heads. The hivequeen has three heads. While it has more than one head, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious

If the hivequeen takes more than 50 damage in a single round, one of its heads dies. If all of its heads die, the hivequeen does not die, but cannot use its Petrifying Gaze until it has at least one head.

Regeneration. At the beginning of its turn, the hivequeen regenerates. It regains 75 hitpoints and regenerates any heads it has lost, regaining an additional 10 hitpoints for each regenerated head. This trait does not function if the hivequeen has taken acid damage since its last turn.

Wakeful. While the hivequeen sleeps, at least one of its heads is awake. 

Hivemind. Basilisk hiveminds share a single consciousness, controlled and manipulated by their Basilisk Hivequeen, who is rarely far away. As long as the Hivequeen is alive, all basilisks in the hive have advantage on saving throws against being magically put to sleep, they are immune to any spell effect that would compel them to act, and they cannot be charmed or frightened.

Immutable Form. The hivequeen is immune to any effect that would change its size or shape.

Actions

Multiattack. If the hivequeen starts its turn with at least one head, it uses its Compelling Roar, if it can. Then it bites with each of its heads.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage and 27 (7d6) poison damage.

Queen’s Compelling Roar (Recharge 5-6). The hivequeen roars psychically, compelling every creature hostile to it within 60 feet to make eye contact. Each affected creature must make a DC15 Wisdom saving throw or be forced to attempt to make eye contact with the basilisk. A creature who is already compelled by another hivemind basilisk or a basilisk hivequeen automatically succeeds on the save. The hivequeen then chooses as many targets as it has heads that fail the save and locks eyes, subjecting them to its Petrifying Gaze (immediately, rather than on the creature’s turn).

Legendary Actions

The hivequeen can take three legendary actions, choosing from the list below. Each action must be taken at the end of another creature’s turn. She regains all spent legendary actions at the start of her turn.

Psionic Blast (3 actions). The hivequeen shrieks psychically. Each creature within 120 feet that is not part of her hivemind must succeed on a DC 18 Wisdom saving throw or take 21 (6d6) psychic damage. A creature who fails by more than 5 is stunned for 1 minute, or until the condition is removed with greater restoration or similar magic.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage and 27 (7d6) poison damage.

Description

The basaltstone basilisks of Sobteran were already horrifying giants compared to their cousins elsewhere in the multiverse, but when the Star Spawn arrived and began experimenting on them, they found basilisks especially amenable to becoming a hivemind. Controlled and coordinated by a hideous Basilisk Hivequeen, each hivemind shares a single, common consciousness, making coordinated attacks not only possible, but assured. Enormous and durable, even one of these creatures poses a threat to adventurers in Sobteran. Unfortunately, you will never encounter just one.

Lair and Lair Actions

The lair of a hivequeen is a stone nightmare. The normal predatory behavior of basilisks is on full, twisted display, as the queen’s rudimentary intelligence compels it to adorn the cavern with petrified statues. Her hivemind basilisks bring it their prey in confusion, and it rewards them with lifelike hallucinations of eating petrified humanoids.

Adventurers fighting in the lair find it more difficult to avert their gaze from the basilisks’ dangerous eyes. Saves against petrifying gaze have disadvantage while in the lair.

While in its lair, the hivequeen can take lair actions. On initiative 20, it can choose from one of the following options. It cannot choose the same option two rounds in a row.

  • The hivequeen assaults the still-living consciousness of 2d6 petrified statues in her lair. They rise up and, still in their stone form, join the battle to defend the queen. Only their eyes return to living flesh - the rest remains stone, and they use the Stone Cursed statblock. They fight until they are destroyed.
  • The hivequeen’s spines begin to vibrate, filling the lair with a horrible buzzing. Until initiative 20 on the next round, spells with a verbal component fail.

Previous Versions

Name Date Modified Views Adds Version Actions
1/26/2020 10:05:25 PM
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1
Coming Soon
2/17/2020 3:33:52 AM
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2
2
Coming Soon

Habitat: Swamp

Antibane

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