19 (natural armor)
285 (30d8 + 150)
30 ft., fly 60 ft.
Dex +15, Wis +15, Cha +15
Deception +15, Perception +15, Persuasion +15, Stealth +15
lightning, necrotic, poison
charmed, paralyzed, poisoned
blindsight 60 ft., darkvision 120 ft.
Sylvan, Elvish, Goblin, Common, Primordial
25
The queen's innate spellcasting ability is Charisma (spell save DC 21, +15 to hit with spell attacks). The queen can innately cast the following sorcerer spells, requiring no components. • At will: acid splash, fire bolt, poison spray, shocking grasp • 3/Day: animate dead, animate objects, bestow curse, blight, charm person, confusion, detect thoughts, dispel magic, fog cloud, sleep, mirror image, misty step • 1/Day: disintegrate, dominate person, finger of death, forcecage, incendiary cloud, modify memory, power word kill, scrying
The queen has advantage on saving throws against spells and other magical effects.
The queen's attacks are magical.
The queen can communicate with beasts and plants as if they shared a language.
The queen makes three attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage and the target's hit point maximum is also reduced by the same amount. The target must finish a Short or Long rest to regain these hit points.
The queen exhales lightning in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 72 (16d8) lightning damage on a failed save, or half as much damage on a successful one.
As a bonus action, the queen can summon 1d6 giant bats. They appear in unoccupied spaces within 60 feet of the queen