Constant hardening. When the Beebot takes damage, it becomes resistant to damage from that particular weapon, spell or effect for 1 minute.
Gain charge. When the Beebot takes damage from a source that it is resistant to, it adds one tenth of the damage it took to its discharge points (see Reactions).
Immutable form. The Beebot is immune to any spell or effect that would alter its form.
Major magic resistance. The Beebot has advantage on saving throws against spells and other magical effects. In addition, when the Beebot is required to make a saving throw against a spell or magical effect to take half damage, the Beebot instead takes no damage on a successful save and half damage on a failiure.
Magic weapons. The Beebot's weapon attacks are magical.
Multiattack. The Beebot can use its Recharge (if available). It then makes 3 attacks: two with its Electric sting and one with its Ball lightning. If Recharge is not available, the Beebot can make a Static shock attack as well instead.
Raging storm (Recharges after a Short or Long Rest). The Beebot casts Storm of Vengeance or Control Weather.
Recharge (Recharge 6). The Beebot regains 30 hit points, and gains resistance to all damage until the end of its next turn. In addition, it gains 10 discharge points (see Reactions).
Summon minions. Three smaller versions of the Beebot appear next to it. They act on the Beebot's initiative and have the statistics of a Giant Wasp, except for the following differences:
- They add the Beebot's proficiency bonus to their attack and damage rolls, hit point maximum and armor class.
- The extra damage type of their sting attack is lightning, not poison.
- They are constructs.
- They have immunity to poison and psychic damage, and immunity to the charmed, exhaustion, frightened, paralyzed, petrified and poisoned conditions.
Electric sting. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 20 (2d10 + 9) piercing damage plus 15 (6d4) lightning damage.
Static shock. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 14 (4d6) lightning damage, and the target must make a DC 26 Dexterity saving throw. On a success, their speed is halved until the end of their next turn, and they can't take reactions for the same duration. On a failure, they are paralyzed until the end of their next turn.
Ball lightning. Ranged Weapon Attack: +12 to hit, range 30/120 ft., 1 target. Hit: 19 (3d12) lightning damage and the target is stunned until the start of its next turn, and each creature within 10 ft. of the target must succeed on a DC 21 Dexterity saving throw or take 6 (1d12) lightning damage.
Multi-opportunity-attack: The Beebot makes an opportunity attack under normal circumstances for one. It makes two attacks instead of one, although both must be with its Electric sting.
Discharge. When a creature hits the Beebot with an attack, it can use its reaction to discharge stored electrical energy into the creature or heal itself with it. The Beebot begins with a store of 30 discharge points. If at the start of its turn it has fewer than 30 discharge points, it regains enough discharge points to have 30 discharge points. It cannot have fewer than 0 discharge points. The Beebot can also gain discharge points in a couple of ways: its Gain Charge feature and its Recharge action.
- Damage. When the Beebot is hit by an attack, it can use its reaction to expend a number of discharge points and deal that much lightning damage to the creature that attacked it. This damage cannot exceed the amount of damage that the creature dealt to the Beebot. If the creature takes at least 30 hit points of damage from this, it must also make a DC 26 Constitution saving throw. On a failure, it is stunned until the end of its next turn.
- Healing. When the Beebot is hit by an attack, it can use its reaction to expend a number of discharge points and regain that many hit points. It cannot regain more hit points than the attack dealt to it. If the Beebot regains at least 30 hit points from this, all conditions and spell effects afflicting it are suppressed until the end of its next turn, and it gains resistance to lightning and thunder damage for the same duration.
- Both. When the Beebot uses one of its Discharge features and reaches the maximum capacity for it, it can use the other one as well, but for twice the regular discharge point cost.
The Beebot can take 4 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. The Beebot regains spent legendary actions at the start of its turn.
Sting. The Beebot makes an Electric Sting attack.
Recharge recharge. The Beebot instantly recharges its Recharge action.
Buzz off (Costs 2 Actions). The Beebot buzzes rapidly away, surrounded by electrical current. It can move up to one and a half times its speed, and stops being vulnerable to lightning damage until the end of its next turn.
Furious wing beating (Costs 3 Actions). The Beebot desperately beats its wings rapidly. It can move up to half its speed, and then each creature within 15 ft. of it must make a DC 26 Strength saving throw. On a failed save, they are pushed 20 ft. away from the Beebot and cannot take reactions until the end of the Beebot's next turn. On a successful save they are pushed only 10 ft. away and suffer no additional effects.
Description
The Beebot is a creature of great danger. Residing in swamps and deserts, these creatures are robotic creations of a powerful wizard that gained too much strength to be controlled. After murdering its creator, the first Beebot began its hive in a remote desert. There it created other Beebots that it could breed with to produce more babies.
Beebots resemble massive metallic-looking bees, but act with far more intelligence and precision than a mere giant insect. Their AI brains are as intelligent as the average human's, and the power they wield over electricity is incredible. Electricity is also their downfall, however, since being struck with an electric charge overloads their central systems. As a result, Beebots equip their lairs with robotic devices to prevent such an occurrence.
Credits:The Beebot's name and some of its abilities are derived from the online game Dynamons World, for example its recharge action. Just thought I should mention it.
Usage: The Beebot is most effectively used to force players who always use the same attack to branch out and try different options. For example, wizards who always cast Fireball, clerics who spam Guiding Bolt and warlocks who only make us of Eldritch Blast will struggle to overcome a Beebot, due to its Constant Hardening feature. Consider waiving this for martial players who do not have a wide range of spells and abilities at their disposal, or perhaps rule that the Beebot only becomes resistant to each individual ability. For example, if a battle master fighter uses Distracting Strike, the Beebot will only become resistant to Distracting Strike for one minute, so the fighter could use Lunging Attack with no penalty to the damage roll.
Lair and Lair Actions
A Beebot typically builds its lair underground or in a mountain or hill. There it will create many complex devices to improve its chances of survival and enhance its abilities. A Beebot's lair may also be a death trap, waiting for unsuspecting prey to enter and die, for while Beebots need no sustenance, they enjoy gloating over the weaknesses of others.
Lair Actions
On initiative count 20 (losing initiative ties), the Beebot takes a lair action to cause one of the following effects; the Beebot can’t use the same effect two rounds in a row:
- Lightning crackles throughout the lair. Each creature that the Beebot chooses within 20 ft. of the lair or inside it must make a DC 16 Dexterity saving throw, taking 3d10 lightning damage on a failed save, and half as much on a successful one. In addition, any electrical device that those creatures are wearing or carrying has a 50 % chance of shorting out and not functioning for 1d10 rounds.
- A set of probes attach themselves to the Beebot and make it stronger, faster and more powerful. The Beebot must roll 1d4 - this is how many effects come into play. The Beebot can chose which effects activate.
1 - The Beebot ceases to be vulnerable to lightning damage.
2 - The Beebot gains a + 3 bonus to attack rolls.
3 - Creatures take a - 3 penalty to saving throws against the Beebot's abilities and actions.
4 - The Beebot regains 1d20 hit points.
Regional Effects
Unlike most monsters, Beebots leave little sign of their presence. An oddly shaped pile of sand, or a slight humming coming from a hill, may be the only warning that a Beebot's lair is nearby. However, the fuel that a Beebot needs to generate electrical power for its lair is in immense quantities. As a result, trees near a Beebot's lair will be few and far between, and any source of energy will most likely be gone. When a Beebot dies, the electrical power stored in the lair is released in a single massive burst. Each creature within 1 mile of its lair must make a DC 15 Constitution saving throw (it can be assumed that 75 % of animals in the area fail this save). On a failure, a creature instantly dies from the vast electrical current running through its body. On a success, a creature loses 9 out of every 10 hit points it has (rounded down).
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