Powerful enchantment: The fey's magic ignores advantage on saving throws, and creatures with Fey Ancestry can still be put to sleep by her magic.
Speak with Bees. The fey may communicate with and command bees and wasps.
Hive mind: The creature may communicate telepathically with all creatures who share this trait and may not be charmed or mentally influenced by creatures other than the Queen Bee.
Magic Resistance. The fey has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The ambassador spellcasting ability is Charisma (spell save DC 21). She can innately cast the following spells, requiring no somatic material components: At will: charm person, suggestion (ninth level), detect thoughts (will not detect intrusion), arcane lock, calm emotions, enthrall, hold person, mind sliver, alter self (may take a humanoid appearance) 3/day each: mass suggestion (ninth level), dominate person(ninth level), compulsion, geas(ninth level), giant insect, hypnotic pattern, charm monster, enemies abound 1/day each: modify memory, plane shift, sympathy, glibness, insect plague
Buzzing. The fey makes a buzzing sound charged with enchantment magic, which effects creatures that can here within 500 feet of her. She may turn this buzzing off or on, or change its effect, at will. It can produce one of the following effects, which may be resisted with a DC 21 wisdom saving throw each round (5 successive succeeded saving throws makes a creature immune for 24 hours): Mind-weakening buzz: Makes the target have disadvantage on wisdom saving throws and ability checks made against creatures with the Hive Mind trait. Charming buzz: Makes any creature who fails the save charmed by all creatures with the hive mind trait. Sleep buzz: A creature who fails the save against this buzz will fall unconscious.
Multiattack. The fey makes 3 sting attacks.
Numbing grasp (Recharge 6). Melee Spell Attack: +13 to hit, reach 5 ft., 1 creature under a buzz effect. Hit: The target is grappled (escape DC 9). While grappled this way, the target is restrained, charmed by the fey, will not try to escape, and must make a DC 21 wisdom saving throw at the start of its turn. After 3 successful saving throws, the creature is no longer charmed and immune to this effect for 24 hours. After 3 failed saves, the creature will automatically fail on wisdom saving throws made to resist the fey, and has a telepathic link with the fey. This telepathy works even if the 2 are on different planes. The fey can also target the creature with its enchantment spells, regardless of range. In addition, this effect will persist. Whenever the creature is dealt damage by the fey they may repeat the saving throw. They may also repeat the saving throw every 24 hours, unless they are within 1 mile of the fey or within the fey domain of bees. After 3 successful saves, the effect ends. After 3 failed saves, the effect becomes permanent, and the creature will follow the telepathic commands of the fey and the Queen Bee. In addition, the creature gains the Hive Mind trait.
Sting. Ranged Spell Attack: +13 to hit, range 150 ft., 1 target. Hit: 27 (3d12 + 8) poison damage. If this damage reduces the target to 0 HP, they are stable but poisoned for one hour. The creature is paralyzed while poisoned this way.
Protective Thrall. When the fey is hit by an attack, one creature within 5 feet of the fey that is charmed by her must use its reaction to be hit by the attack instead.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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