Small Beast, Any Alignment
Armor Class 13 Natural armour
Hit Points 94 (12d10 + 28)
Speed 20 ft., Fly 50 ft.
STR
17 (+3)
DEX
16 (+3)
CON
10 (+0)
INT
1 (-5)
WIS
6 (-2)
CHA
3 (-4)
Skills Acrobatics +6, Perception +1
Damage Vulnerabilities Fire, Psychic
Damage Resistances Poison, Radiant
Condition Immunities Poisoned
Senses Passive Perception 11
Languages Common Cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Habitat: Forest

TheLakeGuardian

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