Alarm Pheromone. As a bonus action, the Worker can release a chemical into the air that acts as an intruder alarm to any Buzzfolk that catches its scent. The scent spreads out, and other Buzzfolk will converge on the scent's source.
Balling. Buzzfolk workers may create a ball around a creature, using themselves. They then can begin vibrating their muscles, and can heat up the inside of the ball. If trying to kill the creature inside, the creature takes 3d6 fire damage (from heat, not actual fire) on its beginning of its first turn inside the ball. Each consecutive turn that the creature starts inside the ball, the creature takes 3d6 fire damage more damage than the previous turn. If the creature does not breathe air, all the damage taken from being inside the ball is halved. A creature may use its action to make a DC 20 Strength saving throw, breaking out of the ball on a success. The Buzzfolk that were part of the ball can not create a ball on their next turn.
Action Name. Enter the description for your action.
Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. The target must make a DC 17 Constitution saving throw or be poisoned for one hour. The target is paralyzed while poisoned this way. On a hit, the worker automatically releases Alarm Pheromone. The stinger has barbs, which keeps it buried in the wound. Each turn the stinger is lodged in the creature, at the beginning of the creatures turn, the creature takes 3 (1d6) poison damage. If it has its stinger lodged in a creature, it cannot dislodge its stinger on its own while the creature is alive. It also can't use its stinger attack. A creature that has a stinger lodged in itself may use its action to make a Strength saving throw to break the stinger from the bee, DC 10. The Buzzfolk may chose to break away from its stinger while it is lodged in a creature. If the stinger is separated from the Buzzfolk, the Buzzfolk takes 10 damage at the end of each round. The stinger will continue to inflict poison damage amd releasing Alarm Pheromone for 10 rounds after being broken away from the Worker. A creature may make a DC 18 Strength saving throw to dislodge he stinger after the Buzzfolk has been broken away from it.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 2 (1d4) poison damage or 5 (1d8+1) piercing damage plus 2 (1d4) poison damage of used with two hands to make a melee attack. The spear has barbs. It which keeps it buried in the wound of the target. The target takes 1 piercing damage at the start of each of its turns, while it is lodged in it. It may use its action to make a DC 16 Strength saving throw to dislodge it.
Description
The Buzzfolk are a humanoid honeybee race. They are intelligent and are not usually hostile.
They are known to make the best tasting honey in the world. It is a luxury only royalty and high nobility enjoy. Other races pay gold and land in exchange for the honey. The queen or queens of a colony have an intense greed for gold, but they would sacrifice every coin for the sake of the survival of the colony.
They have a strange effect on the surrounding ecosystem. Flowers and trees, especially trees that bear flowers, grow exceptionally quickly and large. Soon their are flowers taller than trees, and trees almost as tall as some mountains. Other wildlife sometimes grows to large sizes, which makes traveling through these areas possibly dangerous.
A solitary queen usually rules a colony, but there might be multiple in a very large colony. Sometimes the queens will fight for power, but queens usually take a large swarm of workers and drones to a new site to start a new colony.
Female workers do every task in a colony. They are outfitted with stingers, which are quite deadly because of the venom that is injected into an enemy. These stingers are barbed, making it hard to get them out of skin. Guards and scouts will sometimes have weapons, usually made out of a stinger or a giant rosebush pricker that is coated with poison. They can also ball themselves up and vibrate their muscles to kill a creature inside with heat.
Colonies can get massive, stretching over many miles. The land they are on is usually bought from nobles and royalty.
The honey can be processed by some alchemists into potions of healing and growth.