Pack Tactics. The Bee-Rex Drone has advantage on attack rolls against a creature if at least one of the drone's allies is within 5 feet of the creature and the ally isn't incapacitated
Multiattack. The Bee-Rex Drone makes 2 attacks: one with its bite and one with its stinger. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 32 (4d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, takes 10 (3d6) acid damage at the start of the drone's turn, and the drone can't bite another target.
Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 9 (3d8 + 6) piercing damage and 13 (3d8) poison damage. On a critical hit, the stinger is dislodged, dealing an additional 26 (6d8) poison damage. After the stinger is dislodged, the drone will die after 1 hour, regardless of its hit points.
The Bee-Rex 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. The Bee-Rex regains spent legendary actions at the start of its turn.
Detect. The Bee-Rex makes a Wisdom (Perception) check
Bite. The Bee-Rex makes a bite attack
Stinger. The Bee-Rex makes a stinger attack
Wing Attack (Costs 2 Actions). The Bee-Rex beats its wings. Each creature within 15 feet of the Bee-Rex must succeed on a DC 17 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Bee-Rex can then fly up to half its flying speed.
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