Sniper. On a critical hit, Beedrill triples rolled damage, instead of doubling.
Pursuit As a reaction, Beedrill can deal 3d6 necrotic damage to a creature entering or leaving its attack range. This damage cannot be avoided.
Multiattack. Beedrill makes two attacks
Rage. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d6+5) piercing damage. This attack deals an additional 2d6 damage when Beedrill is below half health.
Toxic Spikes. range 30ft., Concentration, up to 1 minute. Beedrill covers the ground in a 20ft radius centered on a point with poisonous spikes. The area becomes difficult terrain for the duration. When a creature moves into or starts its turn within the area, it takes 2d4 piercing damage and must make a DC 14 constitution saving throw or become poisoned.
Fell Stinger. Melee Weapon Attack. +8 to hit, reach 5ft., one target. Hit: 13 (2d8+5) piercing damage. If this attack drops a creature to 0 hit points, Beedrill gains 10 temporary hit points. Temporary hit points do not stack.
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