- Legendary Resistance (3/Day). If the Abeja fails a saving throw, it can choose to succeed instead.
- Hive Mind. The hive-queen is the psychic nexus for every Bee in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 5 miles, and can sense what they sense when they are within 1 mile of her. Bees from her hive that travel more than 5 miles away instinctively know the direction and distance to the hive and try to return.
- Once on each of their turns, they can cause the swarm to assist in one of the following ways, immediately after hitting a creature with an attack:
- The attack’s target takes an additional 1d6 piercing damage from the swarm.
- The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- They are moved by the swarm 5 feet horizontally in a direction of your choice.
Emit Pheromones: Secretes pheromones that have a variety of effects on others, all related to behavior in a 30' radius.
Calming Scent: Each creature in a 30 ft. radius sphere must make a Charisma saving throw DC: 13; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, the creature is indifferent towards all other creatures. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
Honey Scent: Each creature in a 10 ft. radius sphere must make a Charisma saving throw DC: 13; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, the creature is Charmed and will not remember being charmed. This charm ends if the target is attacked or harmed by a spell/attack or if it witnesses any of its friends being harmed.
Swarming Scent: Each creature in a 30 ft. radius sphere must make a Charisma saving throw DC: 13 or be enraged for the next minute; a creature can choose to fail this saving throw if it wishes. An enraged creature gets advantage on attack rolls while attacks against the creature are at advantage as well.
Queen's Touch (Recharge 5-6): Touch one hive member and enlarge it to large size. This effect is permanent.
Dagger Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 2 (1d4 - 1) Piercing/Slashing damage.
Quick Burst. Once per round can move up to movement speed as a reaction without provoking attacks of opportunity.
Description
A fey creature that looks like an 11 or 12 year old girl with large eyes that are multifaceted. Small wings budding from their shoulders can be concealed under any clothing. Have been known to wear bandages, that cover their eyes, since they are able of getting around using blind sight. Little is known about their whims, but most interactions revolve around dealings with humanoid children. Abejas can control as hive queen of any bee hives within five miles.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the queen takes a lair action to cause one of the following effects:
- The Abeja releases a cloud of pheromones that drives the hive to fight harder. All bees within 60 ft. of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.
- A swarm of bees spring forth from nearby and attacks a creature within 120 feet of the queen, automatically doing 5 (2d4) piercing damage. Then the swarm disperses.
Previous Versions
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4/17/2024 1:04:08 AM
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4/17/2024 11:34:43 PM
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4/17/2024 11:40:54 PM
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