Gargantuan Celestial, Lawful Good
Armor Class 18 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
25 (+7)
DEX
24 (+7)
CON
15 (+2)
INT
9 (-1)
WIS
9 (-1)
CHA
10 (+0)
Saving Throws DEX +11, CON +6, WIS +3, CHA +4
Skills Intimidation +9, Nature +4
Damage Immunities Acid, Poison
Senses Blindsight 30 ft., Truesight, Passive Perception 19
Languages Celestial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Illumination. The bee sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Magic Resistance. The bee has advantage on saving throws against spells and other magical effects.

Magic Weapons. The bee's weapon attacks are magical

Actions

Multiattack. The bee makes two attacks: one with its sting and one with its wings.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Whirlwind (Recharge 4–6). Each creature within 15 feet of the bee's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Cosmic Hive (Once per day). A honeycomb pattern forms in the sky, centered on a point you can see and spreading to a radius of 360 feet. Light flashes in the area, the sound of buzzing gets louder, and strong winds roar. Each creature under the hive (no more than 5,000 feet beneath the hive) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 radiant damage and becomes blind for 2 minutes.

Each round the bee maintains concentration on this spell, the hive produces different effects on your turn.

Round 2. Sticky honey rains from the sky. Each creature and object under the hive is restrained by sticky honey. As an action, the restrained target can make a DC 12 Strength check, bursting the honey on a success. The honey can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage). 

Round 3. The bee calls six beams of light from the hive to strike six creatures or objects at random beneath the hive. A given creature or object can't be struck by more than one beam. A struck creature must make a Dexterity saving throw. The creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one.

Round 4. Light rains down from the hive. Each creature under the hive takes 2d6 radiant damage.

Round 5–10. Gusts of wind and swarms of bees fill the area under the hive. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 piercing damage. Ranged weapon attacks in the area are impossible. The bees count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Description

 

Monster Tags: Angel

Habitat: ForestGrasslandHillMountain

Beesmaster

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