Thriae Queen (5e Creature)

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Thriae Queen[edit]

Huge monstrosity (thriae), lawful neutral


Armor Class 20 (natural armor)
Hit Points 290 (20d12 + 160)
Speed 30 ft., fly 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 26 (+8) 20 (+5) 22 (+6) 24 (+7)

Saving Throws Dex +6, Wis +12
Skills Arcana +11, Deception +13, Insight +12, Perception +12, Persuasion +13, Religion +11
Proficiency Bonus +6
Damage Resistances acid
Damage Immunities thunder, poison
Condition Immunities poisoned
Senses darkvision 60 ft., truesight 120 ft., passive Perception 22
Languages Common, Sylvan, Thriae, telepathy 240 ft.
Challenge 20 (25,000 XP)


Alert. The thriae gains a +5 bonus to initiative rolls. She can't be surprised while conscious, and other creatures do not gain advantage on attack rolls against her as a result of being hidden from her.

Improved Critical. The thriae's weapon attacks score a critical hit on a die roll of 19 or 20.

Innate Spellcasting. The thriae's spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: daylight, detect thoughts, protection from poison, scrying, speak with dead
3/day: charm monster, find the path, giant insect (giant wasps), lesser restoration, mass cure wounds (as a 6th-level spell), slow (as a bonus action)
1/day: foresight, greater restoration, mass heal, regenerate

Legendary Resistance (3/Day). If the thriae fails a saving throw, she can choose to succeed instead.

Magic Resistance. The thriae has advantage on saving throws against spells and other magical effects.

Magic Weapons. The thriae's weapon attacks are considered magical.

Regeneration. The thriae recovers 10 hit points at the start of her turn if she has at least 1 hit point remaining.

Spell Reflection. When a creature targets the thriae with a spell attack and misses, or the thriae succeeds on her saving throw against a spell or other magical effect, the effect is reflected back at the caster as though it originated from the thriae, turning the caster into the target.

ACTIONS

Multiattack. The thriae makes two attacks: one with her mace and one with her stinger.

Mace. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage.

Stinger. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage, and the target must make a DC 21 Constitution saving throw. On a failed save, the target's Constitution score is reduced by 1d6, and the target is poisoned and stunned for 1 minute. A creature can repeat the saving throw at the start of each of its turns, and is no longer stunned upon a successful saving throw.

Launch Merope (Recharge 5-6). The thriae launches a stream of merope in a 60-foot long, 5-foot wide line from a gland in her lower body. The thriae can control the purity of the merope she launches, which makes it either harm those it touches or heal them. If she chooses to make her merope harmful, all creatures in the area of effect must make a DC 22 Constitution saving throw. On a failed save, a creature takes 54 (12d8) acid damage and is stunned for 1 round. On a successful save, a creature takes half as much damage and isn't stunned. If the queen uses her merope to heal, all creatures in the area of effect recover 27 (6d8) hit points.

Spawn Soldiers (3/Day). The thriae summons a large swarm of wasps. This functions as four separate swarms of insects (wasps) that occupy the area within 5 feet of the thriae. These swarms do not harm any thriae. They move with the queen as she moves, and they do not leave her side. The swarms last until they are destroyed or 1 hour passes, at which point the swarms die on their own.

REACTIONS

Bloody Merope. When the thriae falls below half her hit point maximum, the thriae recharges her Launch Merope and uses it. Once the thriae takes this reaction, she can't take it again until she reaches her hit point maximum.

LEGENDARY ACTIONS

The thriae queen 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 thriae queen regains spent legendary actions at the start of her turn.

Command Subjects. The thriae targets up to three creatures in any combination of giant wasps, swarms of insects (wasps), and other thriae that she can see within 60 feet of her. The selected creatures can use their reaction to move up to half their speed and make one weapon attack each.
Mace. The thriae makes one attack with her mace.
Move. The thriae moves up to half her speed.

The most powerful individual within any given thriae colony, the queen is a divine soothsayer, a provider of life, and a destroyer of those would seek to disrupt the order of the colony. Viewed by her children as a benevolent matriarch rather than a mother, the thriae queen is the only fertile member of the colony, and thus the sole reproducer should the colony's population meet a devastating blow, whether through plague, famine, or war. A queen is revered by soldiers and seers alike, both for her physical might and her divine power, and she exemplifies the very best of thriae society in terms of strength, insight, and magnetism. While a queen is often too busy to entertain guests of a thriae hive, those intruders who do catch a glimpse of her are captured by her beauty and grace, and many would follow her if only to be by her side. But those who are allowed to enjoy the queen's company are few, and those few are carefully selected from among the hive's greatest warriors and priestesses, soldiers and seers whose powers have shown them to be skillful as well as loyal.

Most thriae colonies only have one queen, though particularly large or far-reaching hives have been known to have as many as three at any given time. Thriae queens are the ultimate authority within a hive, and make most of the major decisions regarding the colony's growth. Only the wealthiest and most respected outsiders are granted an audience with the ever-busy queen, whose numerous duties around the hive are analogous to those of any other ruler of a small kingdom. They grant only audiences regarding matters of the utmost concern, matters that stimulate the curiosity of a thriae queen and require not merely the cryptic readings of seers but a true divination as only a queen can provide.

When not divining or performing governmental tasks, a thriae queen can often be found in her private chamber, where she lies with male consorts, lays eggs, cares for her larvae, and creates the vast stores of merope used every day within the hive. Consorts are chosen carefully, as they are constantly within extremely close proximity to the queen, who is far from vulnerable in her own right but nonetheless often prefers to avoid conflicts with would-be assassins or burglars.

A thriae queen lays fertilized eggs in one of the waxy, golden cells of her chamber walls. Thriae eggs go through several stages of growth before becoming fully formed thriae—the longest stage of development is the larval stage, which is a crucial point in determining the formation of a thriae. Most larvae are fed merope while they grow, but in the height of her power, a thriae queen selects a single larva to be her successor, and she feeds that individual a special substance secreted from her merope gland called royal merope. This thick, jellylike substance strengthens the larva and causes it to grow greatly in size, and when it pupates and hatches, it does so as a fully grown thriae queen.

The mother queen teaches its successor in the ways of divining as well as ruling a colony. The successor then faces a choice—either remaining in the colony she was born into and furthering the growth of the hive, or setting out on her own to establish an allied colony. If she does the latter, the remaining queen must birth another successor, which is not considered so much a bother as it is an unavoidable circumstance. Queens do not look upon successors who leave as deserting daughters, instead viewing them as future allies for the colony down the road.

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