Large Celestial, Any Alignment
Armor Class 20 (Natural)
Hit Points 378 (26d10 + 182)
Speed 30 ft., Fly 60 ft.
STR
16 (+3)
DEX
24 (+7)
CON
22 (+6)
INT
16 (+3)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +13, CON +12, WIS +11
Skills Acrobatics +12, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 120, Darkvision 120, Passive Perception 20
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Hives. While he is within 120 ft of a hive it grants him additional bonuses. At the start of his turn, he regains 12 hit points. His speed is increased by gain an additional 30 feet. And he gains 1 additional attack. Additionally, on the initiative order of 20, it creates a giant wasp with a +8 to hit (maximum 6 Hives). They have 20 hit points and can be destroyed.

Bees!. On a hit, the target will take 4d4 acid damage at the start of their next turn. The acid damage will occur again at the end of the target’s next turn, but with one less d4 of acid damage rolled. The damage continues to occur and diminish at the end of the target’s turn by 1d4 until the dice drops to 0d4, then it deals with no more damage. Attacks extend the duration of Bees! by 1d4. Creatures can use an action applying fire to the swarm taking 1 damage to themself and dispersing the swarm.

Legendary Resistance (3/Day). If Ah Muzen Cab fails a saving throw, it can choose to succeed instead.

 
Actions

Multiattack. Ah Muzen Cab makes four attacks (five if he's near a hive) with his stinger or claw.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 21 (6d6) acid damage. Applies Bees!

Stinger. Ranged Weapon Attack: +14 to hit, range 120 ft., 1 target. Hit:  15 (2d6 + 8) piercing damage plus 10 (3d6) acid damage. Applies Bees!

Sting (Recharge 5–6). Ranged Weapon Attack: +14 to hit, range 120 ft., 1 target. Hit: 78 (12d12 + 8) piercing damage plus 31 (9d6) acid damage. Applies Bees! with a stack of 10d4

Swarm (Recharge 5-6)  Ah Muzen Cab summons a large swarm of bees that fly forward in a path in front of him, dealing damage to all enemies hit and applying Bees! to them. In a 30 ft radius sphere being sent forward in a 90 ft long line when it reaches 90 ft the swarm dissipates. Each creature in that area must make a DC 22 Dexterity saving throw, taking 35 (10d6) acid damage and 35 (10d6) piercing damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Ah Muzen Cab 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. He regains spent legendary actions at the start of its turn.

Honey (Costs 2 Action). Ah Muzen Cab sprays honey on the ground or on creatures and objects that last for 1 turn. If cast on the ground honey covers the ground in a 10 ft square made of 10 segments which you can arrange as you wish. Each square must have at least one face adjacent to the face of another square. Creatures caught in the radius needs to make a DC 22 Dexterity saving throw or be covered in honey. Creatures covered in the honey have their movement speed slowed by half. Bees from Hives within 120 feet and Swarm will fly over to protect the honey, dealing 4d6 acid damage and applying Bees! to all enemies as they leave the honey.

Stinger/Claw (Cost 1 action). Uses the stinger/claw attack.

Buzz (Cost 1 action). Ah Muzen Cab moves up to half his movement speed without provoking attacks of opportunity.

Description

It is said that history is written by the victors, but what happens when the victors say nothing? Everything that came before would be lost. Events, mythology, even identity. The victors – the survivors – could become anyone. Even Gods. Ah Muzen Cab is suspiciously devoid of a past, but the God of Bees enjoys the privileges of worship and ceremony. Privileges that, perhaps, he stole.

Long ago, the sky was propped above the land by four beings, the Bacab. They endured their task without complaint, and for their service, were honored by the Mudmen beneath. In truth, the Bacab were prisoners, shackled by duty. Then, a great flood consumed the earth. Seizing their chance, the Bacab fled and the sky crashed into the rising sea. Into that terrible storm they vanished, never to be seen again.

As the seas retreated, new Bacab stepped in to hold the sky aloft. The land reemerged, and from it mankind was born. Gods appeared; patrons of the sustaining forces of life, like agriculture and fertility. And the bee, creator of honey, used to sweeten food, as medicine for the sick, and to produce mead for rituals, was revered, and Ah Muzen Cab arrived, as if from nowhere, as their God.

Now, as the greatest war between the heavens clashes on earth, what will remain when the dust has settled? Who will be the victor that writes history? If Ah Muzen Cab was, indeed, one of the original four Bacab, he survived the end of the world once and became a God. What power will he seize this time when the new world is made?

 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Ah Muzen Cab takes a lair action to cause one of the following effects; the Ah Muzen Cab can’t use the same effect two rounds in a row:

  • Summons a Swarm of Insects (Wasps) they have a +8 to hit and apply Bees!
  • Creates a Hive.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/10/2020 3:45:48 AM
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7/10/2020 3:50:03 AM
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7/31/2020 12:53:52 AM
25
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ITKEX

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