Medium Fey, Lawful Evil
Armor Class 17 Natural Armour
Hit Points 285 (38d8 + 2)
Speed 30 ft., Fly 120 ft.
STR
8 (-1)
DEX
20 (+5)
CON
15 (+2)
INT
18 (+4)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws DEX +10, CHA +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Truesight 200 ft., Passive Perception 19
Languages All, Telepathy (100 ft.)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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, sleep                  3/day each: mass suggestion (ninth level), dominate person(ninth level), compulsion, geas(ninth level), giant insect, hypnotic pattern, charm monster, modify memory(ninth level)                                                                                                                                          1/day each: plane shift, sympathy, glibness, insect plague, imprisonment(sleep only)

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. Sleep buzz: A creature who fails the save against this buzz will fall unconscious.

Actions

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.

Alter Memory. Melee Spell Attack: Automatic hit, range touch, one target under the effect of sleep imprisonment or level 6 of the Sleep Curse. Hit: The fey may alter or remove all memories the target has involving beefolk or that happened within the domain of the Queen Bee. Only divine intervention can reverse this effect.

Touch of Sleep. One humanoid the beefolk touches must make a DC 21 Wisdom saving throw or be affected by the Sleep Curse. (See characteristics)

Reactions

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.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Sleep Curse. When the creature is initially affected by the curse, it is at level one. If a creature would be subjected to the curse again, the curse advances by one level. If it is at levels 1-3, a Wish spell may remove 1 level, or it may be removed by divine intervention. At levels 4 and 5, only divine intervention can remove it. At level 6, only the Queen Bee can remove the effect.

Level 1- Long rests are 10 hours instead of 8, and short rests are 2 hours instead of 1.

Level 2- Speed halved.

Level 3- May only make one attack each turn, may not take reactions, and may take an action or a bonus action on each turn, not both.

Level 4- Incapacitated.

Level 5- Speed reduced to 0 feet, speed may not increase.

Level 6- Unconscious. While unconscious this way, they do not require food or water and do not age.

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.

Habitat: Forest

PerrinAlderlead

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