Tidemaw Empress
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Tidemaw Empress a DnD variation of the mirelurk queen
- Ocena
- 0 / 5
- Polubienia
- 5
- Pobrania
- 43
- Wydruki
- 0
- Wyświetlenia
- 97
- Oceny
- 0
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Informacje o modelu
- Źródło
- Printables
- Kategoria
- Characters & Monsters
- Licencja
- Creative Commons — Public Domain
Her presence warps the reef into a sentient fortress. Coral arches bend like ribs, and bioluminescent polyps pulse in rhythm with her heartbeat. Sailors speak of the Drowned Choir, a haunting hum carried by currents—her shell vibrating in resonance with abyssal magic. Those who hear it too long are drawn into the depths, their minds unraveling like kelp in the undertow.
The Empress does not hunt for sustenance alone; she seeks dominion. Each storm season, her spawn swarm outward, claiming new shoals and dragging ships into watery graves. Coastal druids believe her core—the Pearl of Memory—holds the drowned souls of centuries, and destroying it might sever her link to the abyss. But to reach it, adventurers must brave her lair: a reef-cathedral riddled with vents, collapsing coral, and tides that shift like living traps.
Role in Campaigns
Boss Encounter: A CR 14 apex predator for high-level coastal or underwater adventures.
Quest Hook: Recover the Pearl of Memory to prevent an elemental surge that could flood entire coastlines.
Faction Conflict: Druids want her bound, pirates want her dead, and cultists worship her as a herald of the Abyss.
Stat Block
Tidemaw Empress
Huge monstrosity (titan), unaligned
Armor Class 18 (runed shell)
Hit Points 310 (23d12 + 138)
Speed 30 ft., swim 60 ft.STR 23 (+6) | DEX 10 (+0) | CON 22 (+6) | INT 6 (−2) | WIS 14 (+2) | CHA 10 (+0)
Saving Throws Str +11, Con +11, Wis +7
Skills Perception +7, Stealth +5 (underwater only)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; acid
Condition Immunities frightened (while in lair), prone
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 17
Languages — (understands Aquan)
Challenge 14 (11,500 XP) | Proficiency Bonus +5Amphibious. The Empress can breathe air and water.
Runed Carapace. When targeted by a spell, she adds +2 AC against that spell’s attack or rolls saving throws with advantage.
Reef Matriarch. As a bonus action (3/day), she summons 2 swarms of reefspawn (use Swarm of Crustaceans stats).
Legendary Resistance (3/Day). If she fails a saving throw, she can choose to succeed instead.Actions
Multiattack. Two Claw attacks and one Bite attack.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) piercing, and grapple (escape DC 18).
Acid Spit (Recharge 5–6). 60‑ft line, 5 ft. wide; DC 18 Dex save; 27 (8d6) acid damage; nonmagical armor takes −1 AC penalty.
Tail Sweep. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 6) bludgeoning; DC 18 Str save or prone.Legendary Actions
Surge. Move up to half swim speed without provoking opportunity attacks.
Claw. Make one Claw attack.
Undertow (Costs 2 Actions). Pull creatures within 20 ft. toward her; DC 18 Str save or restrained by kelp.
Reefquake (Costs 3 Actions). Slam ground; creatures within 30 ft. make DC 18 Dex save or take 18 (4d8) bludgeoning and fall prone; area becomes difficult terrain.
Lair Actions (Initiative Count 20)
Boiling Vent. 15‑ft radius eruption; DC 16 Con save or 14 (4d6) fire damage.
Collapsing Coral. 10‑ft cube becomes difficult terrain; DC 16 Dex save or 10 (3d6) bludgeoning.
Tide Draw. Water level shifts; creatures on ledges make DC 16 Str save or pulled 15 ft. seaward.