Thermovile Queen (5e Creature)

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Thermovile Queen[edit]

Huge monstrosity, unaligned


Armor Class 17 (natural armour)
Hit Points 199 (19d12 + 76)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 19 (+4) 6 (-2) 12 (+1) 6 (-2)

Saving Throws Str +9, Con +9, Int +3
Skills Athletics +9, Intimidation +3, Perception +6, Survival +6
Proficiency Bonus +5
Damage Immunities cold, fire, poison, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages
Challenge 15 (13,000 XP)


Thermal Organ. The thermovile has an internal pool of thermal energy, represented as Thermal Points, that it can add to or draw from using its attacks. The thermovile can have a maximum of 100 Thermal Points at any time. If the thermovile chooses, it can link hands with another thermovile and move Thermal Points between the two creatures' pools however it likes.

Heat Vision. The thermovile automatically sees any creature or item without total cover that does not match the temperature of its environment regardless of Stealth or being invisible. Creatures that match the temperature of their environment count as invisible to the thermovile.

ACTIONS

Multiattack. The thermovile makes three attacks.

Thermal-Draining Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (3d4 + 4) slashing damage. On a hit, the target must make a DC 17 Constitution saving throw, taking 27 (6d8) cold damage and gaining a level of exhaustion on a failed save, or half as much and not gaining a level of exhaustion on a successful one. The thermovile then gains a number of Thermal Points equal to half of the cold damage inflicted. If a target is reduced to 0 hit points by this cold damage, it is frozen solid. A frozen creature is considered petrified until it is kept in a warm area for 8 hours or until a lesser restoration spell or similar effect is applied.
The thermovile can't apply a level of exhaustion beyond level 2 in this way, and can't use its Thermal-Draining Claw if it cannot store any more Thermal Points using its Thermal Organ feature.

Thermal-Filling Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (3d4 + 4) slashing damage. On a hit, the thermovile can spend up to 20 of its Thermal Points, dealing 3 fire damage to the target for each spent Thermal Point. If the target has a metal item on their person, the thermovile can also spend two of its Thermal Points to cast heat metal as a 5th-level spell (DC 17) with no components on that object, but cannot maintain concentration on it.

Grapple. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 4) bludgeoning damage. On a hit, the target is automatically grappled and restrained (escape DC 17) and the thermovile's attacks can't miss it until the target escapes. The thermovile can grapple up to three targets in this manner, one for each pair of arms, and cannot make any attacks on other targets with a pair of arms that is grappling a target until that grapple ends.

Tuck and Roll. The thermovile curls itself into a ball to protect itself. In this state, it gains a +3 to its AC, it cannot climb, its movement speed is halved, and it makes all attacks with disadvantage. The thermovile can uncurl itself as a bonus action, ending all the effects of this action on itself.


LEGENDARY ACTIONS

The thermovile can take 2 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 thermovile regains spent legendary actions at the start of its turn.

Rolling Flame. The thermovile spends up to 10 of its Thermal Points and moves 5 feet in a straight line, including through spaces occupied by hostile creatures, for each spent Thermal Point. Any creature in a space that the thermovile occupies as it moves in this way must make a DC 17 Dexterity saving throw or take 2 fire damage for each Thermal Point spent and be knocked prone, taking half as much damage and not being knocked prone on a successful save. While the thermovile moves in this manner, it gains a +3 to its AC and it cannot climb.
Hot-Cold Bomb. The thermovile produces a field of extreme heat, then immediately makes it extremely cold, at a point within 15 feet of itself, producing a blast of concussive sound. Any creature within a 10-foot radius of this point must make a DC 17 Constitution saving throw or take 7 (2d6) thunder damage and be unable to make a reaction until their next turn, taking half as much damage on a successful save. This does not provoke a reaction from another creature.
Thermal Vacuum (Costs 2 Actions). The thermovile draws in heat and air around itself. Each creature within a 15-foot radius of the thermovile must make a DC 17 Strength saving throw or be pulled into a space adjacent to the thermovile, not being pulled on a successful save. All creatures within 5 feet of the thermovile then takes 13 (3d8) cold damage and the thermovile gains a number of Thermal Points equal to half of the cold damage it inflicts.
Alternatively, the thermovile instead spends up to 15 thermal points, and each creatures within a 20-foot radius of the thermovile must make a DC 17 Strength saving throw or be pushed 10 feet away from the thermovile and take 13 (3d8) fire damage, not being pushed and taking half damage on a successful save. The thermovile must use this variant if it cannot store any more Thermal Points using its Thermal Organ feature.

Rarely, a thermovile will undergo a sudden mutation in response to triumphing over a great struggle, whether against a vastly superior foe or a natural disaster, and grows immensely over the course of a few weeks, developing two additional sets of hand-tipped tendrils and thicker armor around the front half of its body, which grows broader as its thermal-storage organ becomes much larger and more advanced than a normal thermovile's. Despite the name and insectoid attributes that thermoviles possess, a thermovile queen can be male or female, and acts more like a bandit captain than the queen of an insect colony, so while thermovile queens will reproduce much more often than regular thermoviles, this is only because what it takes to reach this form is proof that a thermovile is a strong mate with potentially superior genes that can be passed on.
A thermovile queen is often even more headstrong than a regular thermovile, and in areas that are naturally of extreme temperatures that the thermovile queen dislikes, will even seek to take on nature itself, plunging into volcanoes repeatedly to suck up their heat and dispose of it in nearby lakes or seas, or melting down whole glaciers day by day until the thermovile queen is satisfied. To a certain extent, some thermovile queens succeed in their impossible endeavours, turning volcanoes into ordinary mountains or glaciers into lakes, but not without causing great environmental damage in the process, so strong adventurers are necessary to slay them before such catastrophes occur.

A Thermovile Queen's Lair

A thermovile queen, upon achieving this form, will both force a number of thermoviles to obey it through a show of force, and select a large area as its territory, forcing the thermoviles it has cowed into submission to work alongside the thermovile queen to maintain that territory at the thermovile queen's favored temperature. Inside a cave near the middle of this territory is the thermovile's lair, within which will be placed food stores kept at perpetually high or low temperatures to prevent spoilage, chambers where the thermovile queen and its minions can breed and lay eggs in safety, and occasionally "trophy rooms" where a thermovile queen will place the heads of slain enemies in areas intentionally not matching a thermovile queen's preferred temperature as a sort of final insult that only thermoviles understand. The main portion of this lair will be an open area high up where the thermovile queen spends most of its time, contentedly observing the thermal monotony of its territory, and occasionally leaving to hunt for food, support some of its thermovile minions against an intruder, rectify an area of a different temperature, or sate its occasional bursts of restlessness by fighting something to the death.

Lair Actions

On initiative count 20 (losing ties), the thermovile queen takes a lair action to produce one of the following effects; the thermovile queen can't use the same effect more than once in a row:

  • A 10-foot cube centered on a point within 30 feet of the thermovile queen that it can see immediately loses or gains an immense amount of thermal energy, causing any fires to go out and water to instantly freeze, or flammable objects to catch fire and water to rapidly evaporate. Any creature in this area must make a DC 12 Constitution saving throw or take 7 (3d4) cold or fire damage and gain a level of exhaustion, taking half as much damage and not gaining a level of exhaustion on a successful save.
  • A 15-foot cone of superheated or supercooled air bursts from a surface in the thermovile queen's sight. Each creature in the cone must make a DC 13 Dexterity saving throw or take 7 (3d4) cold or fire damage and be blinded until the end of their next turn, taking half as much damage and not being blinded on a successful save.

Regional Effects

The region containing a thermovile queen's lair is affected by the thermovile's powers, which create one or more of the following effects:

  • Thermoviles become common monsters within 2 miles of the thermovile queen's lair, emboldened by its presence and traveling in small groups of 2-4 to harass creatures that may alter the temperature of their environment.
  • The temperature of the region within 2 miles is forced by the activity of many thermoviles to be unnaturally maintained at a certain level, decided by the DM, throughout the year.

If the thermovile queen dies, these effects fade over the course of 1d3 days.

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