Beekeeper Golem

by 1d6Adventurers

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Beekeeper


"That which is not good for the bee hive cannot not be good for the bees."


Beekeeper

Large construct, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 20 ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 3 (-4) 12 (+1) 1 (-5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine.
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages understands the languages of its creator but can't speak.
  • Challenge 3 (700 XP)

Angry Bee Response. When the beekeper is damaged, each creature within 10 feet of it must succeed on a DC 12 Dexterity saving throw or take 2 (1d4) poison damage. A creature that fails its save by 5 or more is frightened until the end of its next turn. While frightened this way, a creature must move as far away from the beekeper as possible, by the safest available route, before taking its action.

Immutable Form. The beekeper is immune to any spell or effect that would alter its form.

Magic Resistance. The beekeper has advantage on saving throws against spells and other magical effects.

Magic Weapons. The beekeper's weapon attacks are magical.

Actions

Multiattack. The beekeper makes two attacks.

Honey Punch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and if the target is a medium or smaller creature, its speed is halved until the end of its next turn.

Smoker. The beekeper activates its harvesting protocols. The beekeper creates a 10-foot-radius sphere of smoke centered on itself. The area is heavily obscured and moves with the beekeper. The smoker lasts for 1 minute, or until the beekeper uses an action to end it.
   While the smoker is active, the beekeper's Angry Bee Response doesn't function.

Spread across a large area, bee hives are difficult for their keepers to keep safe from bee bandits and honey monsters. That was, until an enterprising farmer thought to seek a little more magical a solution. The Beekeeper was created, a mobile apiary capable of fending off would-be thieves and moving to locations close to sources of pollen.

Hive Defense. As with any bee hive, its inhabitants will defend the hive, and the queen, aggressively and relentlessly. The Beekeeper, similarly, will react aggressively to anyone approaching the hive that isn't the owner, or those expressively given permission by the owner. The Beekeeper defends the hive by punching with honey coated fists, leaving its targets sticky and sluggish.

Sedentary Protector. The Beekeeper must spend most of its existence moving very little, so as not to confuse the pheremone trails used by bees to find their way home. The only reason a Beekeeper will move very far from its normal spot is in defense of the hive, when it will fill the hive and surrounding area with smoke, and use this cover to retreat until the area is safe, when it will return. This is a last resort though, as it leaves the Beekeeper solely responsible for the protection of the hive, due to the calming effect that smoke has on the bees.

Created by u/1d6Adventurers for /r/MonsteraDay

Artwork by Skulldixon

 

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