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Ankheg Queen

Challenge
Tags
str
16
dex
10
con
14
int
2
wis
14
cha
8

AC 14 (natural armor), 10 while prone

HP 59 (7d12 + 14; bloodied 29)

Speed 30 ft., burrow 15 ft.


Proficiency +2; Maneuver DC 13

Damage Resistances acid

Senses tremorsense 30 ft., passive Perception 12

Languages


ACTIONS

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the ankheg queen can’t use its claws on anyone else. 

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by the ankheg. Hit: 16 (3d8 + 3) slashing damage. If this damage kills the target, the ankheg queen severs its head.

Acid Spray (Recharge 6). The ankheg queen spits a 30-foot-long, 5-foot-wide stream of acid. Each creature in the area makes a DC 13 Dexterity saving throw , taking 14 (4d6) acid damage on a failure or half damage on a success. If the ankheg queen is grappling a target, it instead bathes the target in acid, dealing 14 (4d6) acid damage with no saving throw only to that target.


LEGENDARY ACTIONS

The ankheg queen has 1 legendary action it can take at the end of another creature's turn, choosing from the options below. The ankheg regains the spent legendary action at the start of its turn.

Acid Glob. Ranged Weapon Attack: +5 to hit, range 30/90 feet, one target. Hit:  7 (1d8 + 3) acid damage.

Burrowing Ambush (1/Day). The ankheg burrows up to its burrowing speed without provoking opportunity attacks , and then resurfaces. If within melee range of an enemy, it makes a claw attack with advantage .

Combat

The ankheg queen lurks 10 feet underground, waiting for its tremorsense to register movement. It bursts out, firing its acid spray and then grabbing and biting the largest target available. It flees if badly hurt, dragging away any creature it has grappled .


Legends and Lore

With a History or Nature check, characters can learn the following:

DC 10 Ankhegs are giant insects that burst out of the ground and attack people and livestock.

DC 15 Ankhegs bite off people’s heads and spit acid. They have a hard exoskeleton but a vulnerable underbelly.

DC 20 Ankheg tunnels sometimes contain a huge ankheg queen and dozens of young, each bigger and fiercer than a mastiff.

Description

An ankheg queen can threaten a village’s very existence. Even more dangerous than its rapacious appetite is the clutch of eggs it hides in its lair; if undisturbed, it will hatch a swarm of ankheg spawn.

Behavior

1–4 Bursts from the earth to attack

5 Half aboveground, eating prey

6 Dragging a struggling humanoid into its hole

Signs

1 Partially collapsed tunnels (possibly containing treasure from a previous victim)

2 Acid-scarred trees

3 The ground vibrating as if something is digging below

4 A big, half-buried, grasshopper-like shed skin

Encounters

CR 0–2 ankheg ; 2 to 4 ankheg spawn

CR 3–4 2 ankhegs ; ankheg queen ; ankheg with 2 to 4 ankheg spawn ; 1d4 + 4 ankheg spawn

Treasure platinum armlet (250 gp), ancient brass key to an unknown door, 2 potions of healing

CR 5–10 ankheg queen with 2 or 3 ankhegs or 1d8 + 4 ankheg spawn ; 1d10 + 10 ankheg spawn

Treasure 900 sp, 450 gp, vial made of glass as hard as steel (250 gp)

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.