"This fierce little hunter will bravely chase down creatures many times its size. Admirable! It is weak though, and I have devoured hundreds of them with little effort or care."

- The Hunter

Keen Hearing and Smell. The vengefly has advantage on Wisdom (Perception) checks that rely on hearing or smell.

"Patriarch of a vengefly colony. Swoops at intruders and cries out for reinforcements if threatened. When it notices a threat it will annoyingly scream and shriek, so kill it swiftly."

- The Hunter

Vengefly King

Large beast, unaligned

Armor Class 15 (natural armor)

15 (natural armor) Hit Points 60 (8d10 + 16)

60 (8d10 + 16) Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 15 (+2) 7 (-2) 15 (+2) 9 (-1)

Damage Resistances thunder

thunder Skills Perception +4

Perception +4 Senses blindsight 60 ft., passive Perception 14

blindsight 60 ft., passive Perception 14 Languages -

- Challenge 3 (700 XP)

Keen Hearing and Smell. The vengefly king has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Flying Charge. If the vengefly king flies at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Multiattack. The vengefly king makes two attacks: one with its slam and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the vengefly king can bite only the grappled creature and has advantage on attack rolls to do so. Creatures grappled in this way make their saves against Piercing Shriek at disadvantage.

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Piercing Shriek (Recharge 5-6). The vengefly king lets out a piercing shriek. Any creature not resistant or immune to thunder damage within 300 feet must succeed on a DC 12 Constitution saving throw or be incapacitated until the start of the vengefly king's next turn. Additionally, any creatures that fail their save within 5 feet of the vengefly king take 7 (2d6) thunder damage. If the vengefly king has taken damage, 1d4 vengeflies come to its aid from the surroundings.