Queen
as the queen of a grove of flower spirits, they have full control of them. She can verbally order them to do anything she wishes, and they follow. She also has the ability to send a signal which only flower spirits of her grove can hear.
Fairy Wind
She flaps her wings very fast, causing a whirl of fairy wind to appear. Damaging anything in a cone area of 15 ft, she deals 1d10 damage
Order
as a bonus action, she can order the sprits of her grove to do anything she wishes. they proceed to do their best to complete that wish even if it's outragious
Natural Charm
as an action, they cause all creatures in a 20 ft radios to do a WIS save. they must beat 18. if they fail the save, they are charmed for 30 minutes
Description
These creatures are leaders of the Flower Spirits. Each grove has one. they have the special ability to turn flowers into these spirits, and the spirits usually comply to any order that Butterfly Queens give them. They usually treat Flower Spirits like their own children and do what they can to protect them if they can, if the flower spirits fight, the butterfly queen fights. They usually treat everyone with respect and only resort to violence if necesary
Lair and Lair Actions
the size of their lair depends on how many flower spirits live there and how old the lair is. they are found either inside very large trees or underground aroumd 5 ft-10 ft deep. the lair is decorated with flowers and it is maze-like. there are usually individual rooms for flower spirits, in each 10-20 live in. If the colony is big enough, they can even have animal guards such as birds, wolves, bears, even owlbears. The lair has natural light, usually provided by dew lights or fireflies wandering in the lair
Attack
upon an outside creature hurting a flower spirit or the queen, a distress call is echoed out into the lair by the one attacked or the witnesses. all Flower Spirits and the queen go the location of the call and get ready to fight
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