Sniper. When the beedrill scores a critical hit, it rolls triple the damage die instead of the usual double.
Swarm. While it has 30 hit points or fewer, the beedrill has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
Multiattack. The beedrill makes two twineedle attacks.
Twineedle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage.
Drill Run. The beedrill moves up to twice its speed in a straight line, including through other creature's space. Each creature whose space it moves through must make a DC 14 Dexterity saving throw. A creature takes 18 (4d6 + 4) piercing damage plus 7 (2d6) poison damage on a failed save, or half as much on a successful one.
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
Flies at high speed and attacks using its large venomous stingers on its forelegs and tail.
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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