Multiattack. The Bee Rex makes two attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC16). Until this grapple ends, the target is restrained, takes 10 (3d6) acid damage at the start of the Bee Rex's turn, and the Bee Rex can't bite another target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 6) slashing damage.
Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16(4d8) piercing damage, and 16 (4d8) poison damage. On a critical hit. the stinger is dislodged, dealing an additional 32 (8d8) poison damage. After the stinger is dislodged, the Bee Rex will die after 1d20+6 minutes, regardless of its hit points.
Exoskeletal Shield: The creature hardens its exoskeleton, increasing +3 its AC and reducing the damage received from one physical attack.
Legendary Resistance (2/Day). If the Bee Rex fails a saving throw, it can choose to succeed instead.
Multiattack. The Bee Rex makes a bite attack or two claw attacks.
Description
The Bee Rex is a predatory Chimera of great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws.
Lair and Lair Actions
Hive Frenzy: The creature emits a deafening buzz that stirs the air around the hive, causing characters within the area to be affected by momentary confusion. Characters within 10 feet of the Bee Rex must succeed on a DC 15 Wisdom saving throw or have disadvantage on attacks until the end of their turns.
Acid Rain: The creature growls and a stream of acid erupts from the eggs hanging of its lair, creating an area of acid rain in a designated radius around the hive. Characters within the area must do a DC 16 Constitution saving throw. On a fail, they suffer 2d10 acid damage. On a success, they suffer half damage.
Sticky ground. The creature throws some of the eggs of the lair to the adventurers, creating an area of difficult terrain until its next turn of a 20 radius sphere. Characters within the area must succeed on a DC 14 Dexterity saving throw or be stuck to the ground (restrained). They can spend their action to make a DC 14 Strength saving throw to scape.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/26/2024 5:46:13 PM
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5
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2
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Coming Soon
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