Queen Metroid (5e Creature)
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Queen Metroid[edit]
Gargantuan aberration (metroid), unaligned Armor Class 21 (natural armor)
Saving Throws Str +17, Con +17 Legendary Resistance (3/Day). If the metroid fails a saving throw, it can choose to succeed instead. Magic Weapons. The metroid's weapon attacks are magical. Mother’s Fury. The metroid cares deeply for its offspring, and will become enraged if they die. If a creature that the metroid can see within 60 of it kills another metroid, the metroid gains advantage on all attack rolls made against that creature, and the creature has disadvantage on saving throws made against the metroid’s special abilities. This effect lasts until the metroid shifts her fury to another creature. Reflective Carapace. Any time the metroid is targeted by a magic missile spell, a line spell, or any spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the metroid is unaffected. On a 6, the metroid is unaffected, and the effect is reflected back at the caster as though it originated from the metroid, turning the caster into the target. Siege Monster. The metroid deals double damage to objects and structures. ACTIONSMultiattack. The metroid can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (3d12 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 25). Until the grapple ends, the target is restrained, and the metroid can’t bite another target. The target must make a DC 25 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 point maximum is reduced to 0. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. Acid Spit. Ranged Weapon Attack: +10 to hit, range 30/120, one target. Hit: 22 (4d10) acid damage. Frightful Presence. Each creature of the metroid’s choice that is within 120 feet of the metroid and aware of it must make a DC 25 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 metroid’s Frightful Presence for 24 hours. Plasma Breath (Recharge 5-6). The metroid exhales plasma in a 75-foot cone or a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 25 Dexterity saving throw, taking 49 (14d6) fire damage and 49 (14d6) lightning damage on a failed save, or half as much damage on a successful one. Spawn Metroids (3/Day). The metroid hatches 7 (2d6) metroid larvae from her back. These metroids act on the same initiative count as the metroid and begin acting at the start of the metroid’s next turn. The metroid can hatch a maximum of 24 metroid larvae this way in a single day.
LEGENDARY ACTIONSThe 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 metroid regains spent legendary actions at the start of its turn. Acid Spit. The metroid makes an Acid Spit attack. |
The queen metroid is the ultimate stage of the metroid life cycle. Greater even than the omega metroid in terms of size and strength, it is a sprawling, vaguely draconic monster whose existence is dedicated solely to birthing new metroids. Saurian Behemoth. Upon reaching this stage, the queen metroid becomes so massive that the bipedal stance of its previous omega form can no longer support its weight, and it must go around on all fours. This quadrupedal stance, along with its greatly elongated neck and tail, make the queen metroid resemble a deformed brachiosaurus or a wingless ancient dragon. Its entire body is covered with thick scales and bony plates, most notably an enormous shell which covers its back like that of a dragon turtle. It carries itself low to the ground, such that the gaps in its membrane’s protective ribcage are exposed to as little danger as possible. Explosive Breeder. The queen metroid requires no mate to fertilize its eggs, and it lays many of them every day. Normally it takes several days for these eggs to hatch and several minutes for the queen to lay them from her ovipositors, but when the queen feels threatened it can cause some of the eggs within her to undergo accelerated development. These eggs hatch almost instantly into larval metroids and are expelled through the ports in the top of the queen’s shell, immediately coming to their mother’s defense. Reclusive Broodmother. Metroids construct elaborate hives deep within the bowels of the earth, with the queen dwelling in the deepest, most secure chambers at the hive’s heart. A queen rarely leaves her birthing chamber, and relies on her spawn to bring in enough food to support her vast appetite for life energy. Any soul wishing to root out a metroid infestation would have to reach the queen’s chambers and slay her, a task made difficult by both the legions of metroids guarding the hive and by the pools of acidic secretions which often fill the queen’s chamber. Wrathful Progenitor. The queen metroid is fiercely protective of her offspring, and is believed to have some faint empathic connection to them. It is said that the queen can feel the deaths of her children, and that the grief of losing one of her metroids will drive the queen into paroxysms of fury. Whatever the case may be, it is well known that a queen metroid will fly into a murderous rage should she witness an adventurer killing one of her offspring. |
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