Omega Metroid (5e Creature)
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Huge aberration (metroid), unaligned
Saving Throws Str +15, Con +14
Legendary Resistance (3/Day). If the omega metroid fails a saving throw, it can choose to succeed instead.
Magic Weapons. The omega metroid's natural weapons are magical.
Siege Monster. The omega metroid's attacks deal double damage against objects and structures.
Multiattack. The omega metroid can use its Frightful Presence. It then makes two claw attacks and a bite attack.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage, and the target is grappled (escape DC 23). Until the grapple ends, the target is restrained and must make a DC 22 Constitution saving throw at the end of each of its turns, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit points are reduced to 0.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
Acid Spit. Ranged Weapon Attack: +11 to hit, range 30/120, one target. Hit: 22 (4d10) acid damage.
Frightful Presence. Each creature of the omega metroid’s choice that is within 120 feet of the metroid and aware of it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the omega metroid’s Frightful Presence for 24 hours.
Breath Weapon (Recharge 5-6). The omega metroid exhales plasma in a 60-foot cone or a 90-foot line that is 10 feet wide. All creatures within that area must make a DC 22 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one.
The omega metroid 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 omega metroid regains spent legendary actions at the start of its turn.
Acid Spit. The omega metroid makes an Acid Spit attack.
The omega metroid is the final stage of a typical metroid's life cycle. Incredibly powerful beasts with raw physical power close to that of some dragons, they roam the Underdark as apex predators, fearing little save ancient wyrms and other members of their own kind.
Hulking Horror. An omega metroid resembles a larger, more brutish version of the zeta stage, with thicker armour, an extra pair of eyes, larger teeth and a sunken head that merges with the shoulders, giving them a hunchbacked posture. They tower over all other metroids at 20 feet in height, and when they drop to all fours they measure 40 feet from their lamprey maw to the end of their muscular tail. Its vastly increased bulk and weight make the omega metroid far less adept at stealth than its previous form, but its sheer durability means that it doesn't need them; a hungry omega metroid will gladly smash through cave walls in order to chase down its prey.
Monstrous Might. The omega metroid's dramatically increased size comes with a corresponding increase in strength. When it stomps the ground, the earth trembles. When it thumps its tail, stalactites are dislodged from cavern ceilings. When it attacks, its fangs can crush boulders, its claws can rend even the hardest metals, and its plasma breath can even scorch the hide of a red dragon. It is a beast that few creatures would willingly take on, and most creatures give an omega metroid's territory a wide berth.
Defensive Adaptation. A metroid that reaches the omega stage is far less vulnerable to harm. Its membrane is covered by an exoskeletal rib cage which deflects most weapons away from the vulnerable gelatin, meaning that only the most precise attacks can genuinely injure the beast.