Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Nocturnal This creature is not seen before sunset. Works all night until Sunrise to make honey for their hive.
Dark Vision 60 ft range
Pollen Sight (40 ft regular 20 ft extra in dim light) The beebold due to their compound eyes are able to prioritize finding Pollen and so sources of Pollen glow to them. They often mistake Campfires or Torches from Adventures as such though they are able to see normally in daylight and exceptionally well during the night and in dim light. Due to their new compound eyes they receive a +3 to perception checks that rely on sight.
Keen Sight and Smell The Beebold has an advantage on checks that rely on Sight and Smell
Pheremone Secretion The Beebold secrets pheromones to identify itself and fellow Beebolds. Thier scent is unique to each Beebold and if scented by a humanoid they must make a Wisdom Saving throw of 14 or be charmed by the Beebold until they either plug their nose or spend an hour away from the area. Charmed humanoids are compelled to use all their movement to approach the Beebold and smell them. At the end of their turn they may make a Wisdom Saving throw at disadvantage to see if they can end the charm effect. Once ended they can't charmed by Beebolds for 24 hours.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Stinger Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 2d6 poison dmg (1d4 + 2) piercing damage. Roll a d6 after this attack on an even number the stinger regenerates. on an odd number it doesn't and the kobold will suffer 1d4 damage for 4 rounds at which point the Stinger regenerates. The target must make a dex 14 saving throw or be positioned 2 rounds taking 2d4 position dmg for 2 rounds when they start their turn. After 2 rounds the stinger falls out.
Make Honey the beebold makes 1d4+1 volumes of honey which is stored in their thorax. After the completion of this action the beebold ends it's turn.
On a short or long rest, this skill recharges if they have access to pollen.
Consume Honey the Beebold consumes one volume of honey and recover 1d6+4 health this action ends the Beebolds turn. Limit 3 times per long rest
Honey Spray: Cone 15 ft range As a reaction to being startled a Beebold may spray honey at their attacker. The first melee hit on them may also trigger this reaction. Target must make a 14 dex save to evade this.
If save fails target is blinded and has disadvantage on attacks until they use an action to wipe it off.
Hostile Marker (14 dex save) On fail target is marked with a scent that tells any Beebolds within 60 ft of the target that they are a threat. Beebolds will know the targets rough location and have a +2 wisdom check in reguards to the target. An affected creature may use an action and apply fire or water to themselves to remove the mark so they don't show up for the entire hive.
Description
Beebolds were cursed by a powerful Druid after robbing the local town one to many times.
They are Nocturnal and are now only seen at night where due to the change wrought by the curse they slave away dilligently to make honey to feed their hive and their Queen.
They have flight speed of 10 feet due to their massive wings and honey sacks on their inner thighs and thorax. Any pollen consumed is stored in these sacks where it is converted into honey.
They also carry a Stinger which they use to defend themselves if to disturbed. They have elaborate hives underground and many an unwary Adventure has fallen into the hive and died from the traps set within before ever reaching the surface again.
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