Pack Tactics. The Bee-Rex Empress has advantage on an attack roll against a creature if at least one of its allies is within 5ft and isn't incapacitated.
Siege Monster. The Bee-Rex Empress deals double damage to objects and structures.
Legendary Resistance (3/day). If the Bee-Rex Empress fails a saving throw, it can choose to succeed instead.
Multiattack. The Bee-Rex Empress makes 4 attacks, one with its bite, two with its claws, and one with its stinger. It cannot make the bite and stinger attacks against the same target.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., 1 target. Hit: 62 (8d12 + 10) piercing damage. If the target is a creature it is grappled (escaped DC 18). Until this grapple ends, the target is restrained and takes 14 (4d6) acid damage, and the Bee-Rex Empress cannot bite another target.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., 1 target. Hit: 29 (3d12 + 10) slashing damage.
Stinger. Melee Weapon Attack: +16 to hit, reach 15 ft., 1 target. Hit: 37 (6d8 + 10) piercing damage and 27 (6d8) poison damage.
Blood Honey Spray (Recharge 5-6). The Bee-Rex Empress exhales Blood Honey in a 60-ft cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. On its next turn, each affected creature that is still covered in honey must make a DC 17 Strength saving throw or become restrained as the honey hardens.
Swallow. The Bee-Rex Empress makes a bite attack against a huge or smaller creature it is grappling. If the attack hits, the target takes the bites damage, the target is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, has total cover against attacks and other effects outside the Bee-Rex Empress, and takes 36 (8d8) acid damage at the start of each of the Bee-Rex Empress's turns.
If the Bee-Rex Empress takes 40 or more damage in a single turn from a creature inside it, the Bee-Rex Empress must succeed on a DC 23 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 30ft of the Bee-Rex Empress.
You can take 3 legendary action(s), choosing from the options below. Only one legendary reaction can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
Detect (Costs 1 Action). The Bee-Rex Empress makes a Wisdom (Perception) check.
Claw Attack (Costs 1 Action). The Bee-Rex Empress makes a claw attack.
Wing Attack (Costs 2 Actions). The Bee-Rex Empress beats its wings. Each creature within 15 ft. of the Bee-Rex Empress must succeed on a DC 21 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Bee-Rex Empress can then fly up to half its flying speed.
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
Speed: 80 ft., Fly 60 ft.
Saving Throws: Str +16, Con +13
Skills: Intimidation +8, Perception +9, Survival +9
Senses: Blindsight 60 ft
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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