Antimagic Cone. The beeholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beeholder decides which way the cone faces and whether the cone is active. The area works against the beeholder's own eye rays.
Dive Attack. If the beeholder is flying and dives at least 30 feat toward a target and then hits with a bite or stinger attack, the attack deals an extra 10 (3d6) damage to the target.
Flyby. The beeholder doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Multiattack. The beeholder makes three attacks: one with its bite, one with its stinger, and one with an eye ray; or it makes three eye ray attacks.
Mandible. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6) slashing damage, and the target must make a DC 15 Constitution saving throw, taking 12 (3d8) acid damage on a failed save, or half as much damage on a successful one.
Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Eye Rays. The beeholder shoots one (or three) of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Stinging Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 15 (5d6) poison damage on a failed save, or half as much on a successful one. On a failed save, the target is also poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute as pollen coats its body. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Apis Communication Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or begin dancing in place for 1 minute. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and all attack rolls. Other creatures have advantage on attack rolls against the target. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save; creatures that can't be charmed are immune to this effect. While under the effect of this eye ray, the target can communicate with all bees and bee-kin.
6. Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 20 (5d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
The beeholder can take 3 legendary actions, using one of the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beeholder regains spent legendary actions at the start of its turn.
Eye Ray. The beeholder uses one random eye ray.
Mandible. The beeholder makes one mandible attack.
Move. The beeholder moves up to its speed.
Lair and Lair Actions
A Beeholder’s Lair
A beeholder’s central lair is typically a large hive-like structure, with several spacious caverns with high ceilings, where it can attack without fear of closing to melee range. A beeholder encountered in its lair has a challenge rating of 12 (8,400 XP).
Lair Actions
When fighting inside its lair, a beeholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beeholder can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of the beeholder becomes sticky with honey; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the beeholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beeholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of the beeholder. One random eye ray of the beeholder shoots from that eye at a target of the beeholder’s choice that it can see. The eye then closes and disappears.
- Fey magic causes 1d4 + 1 portals to open around the chamber. From each portal a swarm of bees (Swarm of Insects (Wasps)) appears to attack the beeholder's enemies. They remain for two rounds, or until destroyed.
The beeholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
Regional Effects
A region containing a beeholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beeholder’s lair sometimes feel as if they’re being watched when they aren’t.
- The area within 1 mile of the beeholder's lair has an unusually large amount of bees and similar winged insects (those which collect pollen). Many of which are hostile.
- The plants within 1 mile of the beeholder's lair produce three times as much pollen as they normally would.
- When the beeholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, honey might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beeholder dies, these effects fade over the course of 1d10 days.
Previous Versions
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7/3/2019 8:12:11 PM
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Coming Soon
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Posted Mar 8, 2021beez
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Posted Mar 8, 2021NOT THE BEEEEEEEEEEEEES!!!
This is the bee's knees.
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Posted Nov 29, 2022All instances of the mention of the bite attack in the stat block (like in the Dive Attack feature, and Multiattack) should be replaced with mandible, since it doesn't have a bite attack. Also, its attacks shouldn't have +6 to hit, unless it is using its Wisdom modifier to attack somehow. Since its proficiency bonus is +4, it would have +4 if it is using Strength to use their mandible/sting, or +8 if it is using Dexterity.
Other than that, this monster clearly has a lot of care put into it. Great job.