Regal Pheromones (Aura): The Beehawk exudes a commanding pheromone within a 30-foot radius. Allies of the Beehawk within this aura gain advantage on attack rolls and saving throws against being frightened or charmed. Enemies in the aura must succeed on a DC 16 Wisdom saving throw at the start of their turn or have disadvantage on their next attack roll.
Toxic Carapace: Any creature that touches the Beehawk or hits it with a melee attack while within 5 feet takes 10 (3d6) poison damage.
Deadly Buzz (Recharge 5–6): The Beehawk creates a thunderous, disorienting buzz. Each creature within 60 feet that can hear it must make a DC 16 Constitution saving throw. On a failed save, creatures take 18 (4d8) thunder damage, are deafened for 1 minute, and cannot take reactions until the end of their next turn. On a success, creatures take half damage and suffer no additional effects.
Multiattack: The Beehawk makes three attacks: one with its claws and two with its stinger.
Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) slashing damage.
Stinger: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (5d8) poison damage and is paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of its turns, ending the effect on a success.
Predator's Instinct: The Beehawk can use its bonus action to designate a creature it can see within 60 feet as its prey. The next time the Beehawk attacks the marked creature, it deals an additional 2d8 piercing damage on a hit. This effect lasts until the end of the Beehawk’s next turn.
Evasive Flight: The Beehawk moves up to 20 feet in any direction, avoiding the attack unless the attacker has the Sentinel feat or a similar ability. This movement does not provoke opportunity attacks.
Description
The Beehawk is a terrifying fusion of insect and bird, embodying the ferocity of a raptor and the relentless aggression of a wasp. Towering over most creatures at nearly 15 feet tall with a wingspan that darkens the forest canopy, its body is covered in jagged, chitinous plating that glimmers with a sickly yellow and black hue. Its head is an unsettling hybrid of avian sharpness and insectile malice, featuring a razor-sharp hooked beak surrounded by twitching antennae.
Its wings, buzzing with a low, menacing hum, are translucent yet laced with a venomous sheen that reflects faint hues of green and amber. Each wingbeat releases faint clouds of toxic pollen that choke and disorient nearby prey. The Beehawk's spiked legs end in deadly talons, perfect for rending flesh or gripping its paralyzed victims.
A massive stinger protrudes from the creature's abdomen, dripping with a viscous, glowing venom capable of paralyzing even the most stalwart foes. The spines lining its body pulse faintly with magical energy, hinting at its arcane nature and its ability to manipulate the natural world around it.
Beehawks are not only hunters but also territorial guardians. Their high-pitched droning and flashes of yellow in the distance are often the last warning travelers receive before an ambush. Fearsome, intelligent, and devastatingly fast, the Beehawk is a living nightmare for any adventurer unlucky enough to cross its path.
Lair and Lair Actions
Characters traveling through the forest might notice buzzing noises growing louder, unnaturally vibrant flowers secreting toxic pollen, and occasional glimpses of paralyzed creatures hanging from tree branches. Survival checks can reveals large tracks of talons and disturbed brush.
Lair Actions
On initiative count # (losing initiative ties), the Beehawk takes a lair action to cause one of the following effects; the Beehawk can’t use the same effect two rounds in a row:
- Paralyzing Drone: The Beehawk emits a high-pitched drone that disorients intruders. Each creature within 60 feet of the Beehawk must make a DC 16 Wisdom saving throw or become paralyzed until the end of their next turn.
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Wind Tunnels: The Beehawk’s powerful wings create sudden gusts of wind that destabilize climbers or fliers approaching its nest. Creatures must succeed on a DC 14 Strength saving throw to avoid falling or being pushed 10 feet.
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Hunting Perch: The Beehawk uses elevated spots to survey its territory, gaining advantage on Perception checks and attack rolls made from above.
Regional Effects
The region containing a Beehawk's lair is a dense jungle, where the logic of the forest falls to give rise to monstrous plants that have been infected with the Beehawk's venom. The trees are denser and form thick vines, creating difficult terrain (which does not apply to the Beehawk) in the area.
- The Beehawk’s venom seeps into the environment, subtly altering the ecosystem. Plants and water sources within 1 mile of the lair carry trace amounts of its venom. Creatures that consume food or water from this area must succeed on a DC 12 Constitution saving throw or suffer mild paralysis for 1d4 minutes, moving at half speed during this time. Animals or beasts that drink from these sources become hostile and unusually aggressive.
- The Beehawk marks its hunting grounds by tearing bark from trees and leaving claw marks along rocky outcroppings. These signs emit a faint magical aura visible to creatures with darkvision or those who succeed on a DC 14 Perception check. Creatures that ignore these warnings face the Beehawk’s wrath—it can sense their presence within 1 mile and may strike without warning. If the Beehawk dies, these effects fade over the course of 14 days.
Previous Versions
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