Flyby. Beedrill cannot provoke opportunity attacks by flying out of reach.
Swarm. Beedrill has advantage on attack rolls while within 5ft. of another Beedrill.
Sniper. If Beedrill lands a critical hit, it does triple damage instead of double damage.
Multiattack. Beedrill uses Twineedle 3 times.
Twineedle. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage. Any creature hit by this attack must succeed a DC 13 Constitution saving throw or take 2 (1d4) poison damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the start of their turn to attempt to end the effect.
Fell Stinger (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 24 (6d6 + 3) piercing damage plus (3d4) poison damage. In addition, if a creature hit by this attack falls to 0 hit points, Beedrill's Fell Stinger does an additional damage die of piercing damage. This can happen up to 3 times, and the damage die bonus resets after 1 hour.
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