07-21-2017, 10:24 AM
(This post was last modified: 07-27-2017, 11:56 PM by Fortheseen.)
Bee Family
Bee
Striking yellow and black markings and a coat of bristling hairs cover this immense bee. Its stinger is the size of a dagger blade.
CR 1 XP 400
N Medium Vermin
Init: +2; Senses Darkvision 60 ft.; Perception +1
AC 13, touch 12, flat-footed 11(+2 dex, +1 natural)
hp 19(3d8+3)
Fort +4, Ref +3, Will +2
Immune mind-affecting effects, poison; Resist earth 5
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +2(1d4 plus poison)
Str 11, Dex 14, Con 13, Int -, Wis 12, Cha 9
Base Atk +2; CMB +2; CMD 14(18 vs. trip)
Feats Hover
Skills Fly +6
Poison(Ex)
Sting — injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d3 non-elemental damage; cure 1 save.
Death Hornet
This creature looks like a larger version of a normal hornet with striking orange and purple markings and a coat of bristling hairs cover it. Its stinger is the size of a long blade and drips with deathly venom. This hornet tries to paralyze their foe before dripping venom into them while trying to keep them alive but just barely.
CR 9 XP 2400
N Medium Magical Beast
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +15
AC 22, touch 15, flat-footed 17(+5 dex, +7 natural)
hp 117(12d10+48)
Fort +12, Ref +13, Will +6
Immune poison, paralyze; Resist earth 15
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee 2 Stings +16(1d8+4/19-20 plus poison)
Special Attacks Blind Needles, Death Needles, Poison Needles, Sharp Edge
Str 18, Dex 20, Con 18, Int 3, Wis 15, Cha 9
Base Atk +12; CMB +16; CMD 31
Feats Ability Focus(Death Needles), Flyby Attack, Hover, Improved Critical(Stinger) Improved Initiative, Power Attack
Skills Fly +17, Perception +15
Blind Needles(Su)
5/day, a death hornet shoots out white needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 6d4 points of non-elemental damage. The creature must make a Fortitude save(DC 15) or gain the blind status affect. Blue mages may learn this ability as a 3rd level spell (DC 21).
Death Needles(Su)
3/day, a death hornet shoots out black needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 8d4 points of non-elemental damage. The creature must make a Fortitude save(DC 18) or gain the paralyze status affect. This is considered a poison effect. Blue mages may learn this ability as a 4th level spell (DC 23).
Poison(Ex)
Sting — injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d12 non-elemental damage; cure 1 save.
Poison Needles(Su)
A death hornet shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 14) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Sharp Edge(Ex)
Since death hornets have such sharp stingers their critical range and damage is increased by 1.
Hornet
This creature looks like a larger version of a normal wasp with a jet black body and reddish eyes. Its stinger is the size of a long blade and drips with deadly venom.
CR 4 XP 1200
N Medium Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision; Perception +7
AC 17, touch 13, flat-footed 14(+3 dex, +4 natural)
hp 47(5d10+15)
Fort +7, Ref +7, Will +2
Immune poison; Resist earth 10
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +7(1d8+3 plus poison)
Special Attacks Poison Needles
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 9
Base Atk +5; CMB +7; CMD 20
Feats Flyby Attack, Hover, Power Attack
Skills Fly +9, Perception +7
Poison(Ex)
Sting — injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d6 non-elemental damage; cure 1 save.
Poison Needles(Su)
3/day, a hornet shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+8) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 13) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Killer Bee
This creature looks like a larger version of a normal bee with striking orange and black markings and a coat of bristling hairs cover it. Its stinger is the size of a long blade and drips with killer venom. These bees are extremely aggressive and attack those who come within 300 feet within their nest.
CR 6 XP 2400
N Medium Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision; Perception +11
AC 19, touch 14, flat-footed 15(+4 dex, +5 natural)
hp 72(8d10+24)
Fort +9, Ref +10, Will +4
Immune poison; Resist earth 10
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee 2 Stings +7(1d8+2/19-20 plus poison)
Special Attacks Blind Needles, Poison Needles, Sharp Edge
Str 16, Dex 18, Con 17, Int 2, Wis 14, Cha 9
Base Atk +8; CMB +11; CMD 25
Feats Flyby Attack, Hover, Improved Initiative, Power Attack
Skills Fly +13, Perception +11
Blind Needles(Su)
3/day, a killer bee shoots out white needles towards a single target within a 30-ft. range and must make a range touch attack(+12) to inflict 6d4 points of non-elemental damage. The creature must make a Fortitude save(DC 15) or gain the blind status affect. Blue mages may learn this ability as a 3rd level spell (DC 21).
Poison(Ex)
Sting — injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d8 non-elemental damage; cure 1 save.
Poison Needles(Su)
A killer bee shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+12) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 14) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Sharp Edge(Ex)
Since killer bees have such sharp stingers their critical range and damage is increased by 1.
Wasp
Striking yellow and black markings and a coat of bristling hairs cover this immense wasp. Its stinger is the size of a short blade and drips with venom.
CR 2 XP 600
N Medium Vermin
Init: +3; Senses Darkvision 60 ft.; Perception +1
AC 15, touch 13, flat-footed 12(+3 dex, +2 natural)
hp 25(4d8+8)
Fort +6, Ref +4, Will +2
Immune mind-affecting effects, poison; Resist earth 5
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +4(1d6+1 plus poison)
Str 12, Dex 16, Con 14, Int -, Wis 12, Cha 9
Base Atk +3; CMB +4; CMD 17(21 vs. trip)
Feats Hover
Skills Fly +8
Poison(Ex)
Sting — injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d4 non-elemental damage; cure 1 save.
Bee
Striking yellow and black markings and a coat of bristling hairs cover this immense bee. Its stinger is the size of a dagger blade.
CR 1 XP 400
N Medium Vermin
Init: +2; Senses Darkvision 60 ft.; Perception +1
AC 13, touch 12, flat-footed 11(+2 dex, +1 natural)
hp 19(3d8+3)
Fort +4, Ref +3, Will +2
Immune mind-affecting effects, poison; Resist earth 5
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +2(1d4 plus poison)
Str 11, Dex 14, Con 13, Int -, Wis 12, Cha 9
Base Atk +2; CMB +2; CMD 14(18 vs. trip)
Feats Hover
Skills Fly +6
Poison(Ex)
Sting — injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d3 non-elemental damage; cure 1 save.
Death Hornet
This creature looks like a larger version of a normal hornet with striking orange and purple markings and a coat of bristling hairs cover it. Its stinger is the size of a long blade and drips with deathly venom. This hornet tries to paralyze their foe before dripping venom into them while trying to keep them alive but just barely.
CR 9 XP 2400
N Medium Magical Beast
Init: +9; Senses Darkvision 60 ft., low-light vision; Perception +15
AC 22, touch 15, flat-footed 17(+5 dex, +7 natural)
hp 117(12d10+48)
Fort +12, Ref +13, Will +6
Immune poison, paralyze; Resist earth 15
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee 2 Stings +16(1d8+4/19-20 plus poison)
Special Attacks Blind Needles, Death Needles, Poison Needles, Sharp Edge
Str 18, Dex 20, Con 18, Int 3, Wis 15, Cha 9
Base Atk +12; CMB +16; CMD 31
Feats Ability Focus(Death Needles), Flyby Attack, Hover, Improved Critical(Stinger) Improved Initiative, Power Attack
Skills Fly +17, Perception +15
Blind Needles(Su)
5/day, a death hornet shoots out white needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 6d4 points of non-elemental damage. The creature must make a Fortitude save(DC 15) or gain the blind status affect. Blue mages may learn this ability as a 3rd level spell (DC 21).
Death Needles(Su)
3/day, a death hornet shoots out black needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 8d4 points of non-elemental damage. The creature must make a Fortitude save(DC 18) or gain the paralyze status affect. This is considered a poison effect. Blue mages may learn this ability as a 4th level spell (DC 23).
Poison(Ex)
Sting — injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d12 non-elemental damage; cure 1 save.
Poison Needles(Su)
A death hornet shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+17) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 14) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Sharp Edge(Ex)
Since death hornets have such sharp stingers their critical range and damage is increased by 1.
Hornet
This creature looks like a larger version of a normal wasp with a jet black body and reddish eyes. Its stinger is the size of a long blade and drips with deadly venom.
CR 4 XP 1200
N Medium Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision; Perception +7
AC 17, touch 13, flat-footed 14(+3 dex, +4 natural)
hp 47(5d10+15)
Fort +7, Ref +7, Will +2
Immune poison; Resist earth 10
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +7(1d8+3 plus poison)
Special Attacks Poison Needles
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 9
Base Atk +5; CMB +7; CMD 20
Feats Flyby Attack, Hover, Power Attack
Skills Fly +9, Perception +7
Poison(Ex)
Sting — injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d6 non-elemental damage; cure 1 save.
Poison Needles(Su)
3/day, a hornet shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+8) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 13) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Killer Bee
This creature looks like a larger version of a normal bee with striking orange and black markings and a coat of bristling hairs cover it. Its stinger is the size of a long blade and drips with killer venom. These bees are extremely aggressive and attack those who come within 300 feet within their nest.
CR 6 XP 2400
N Medium Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision; Perception +11
AC 19, touch 14, flat-footed 15(+4 dex, +5 natural)
hp 72(8d10+24)
Fort +9, Ref +10, Will +4
Immune poison; Resist earth 10
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee 2 Stings +7(1d8+2/19-20 plus poison)
Special Attacks Blind Needles, Poison Needles, Sharp Edge
Str 16, Dex 18, Con 17, Int 2, Wis 14, Cha 9
Base Atk +8; CMB +11; CMD 25
Feats Flyby Attack, Hover, Improved Initiative, Power Attack
Skills Fly +13, Perception +11
Blind Needles(Su)
3/day, a killer bee shoots out white needles towards a single target within a 30-ft. range and must make a range touch attack(+12) to inflict 6d4 points of non-elemental damage. The creature must make a Fortitude save(DC 15) or gain the blind status affect. Blue mages may learn this ability as a 3rd level spell (DC 21).
Poison(Ex)
Sting — injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d8 non-elemental damage; cure 1 save.
Poison Needles(Su)
A killer bee shoots out green needles towards a single target within a 30-ft. range and must make a range touch attack(+12) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save(DC 14) or gain the poison status affect doing 1d4 points of non-elemental damage per turn. Blue mages may learn this ability as a 2nd level spell (DC 19).
Sharp Edge(Ex)
Since killer bees have such sharp stingers their critical range and damage is increased by 1.
Wasp
Striking yellow and black markings and a coat of bristling hairs cover this immense wasp. Its stinger is the size of a short blade and drips with venom.
CR 2 XP 600
N Medium Vermin
Init: +3; Senses Darkvision 60 ft.; Perception +1
AC 15, touch 13, flat-footed 12(+3 dex, +2 natural)
hp 25(4d8+8)
Fort +6, Ref +4, Will +2
Immune mind-affecting effects, poison; Resist earth 5
Weakness Wind
Speed 20 ft., fly 60 ft. (good)
Melee Sting +4(1d6+1 plus poison)
Str 12, Dex 16, Con 14, Int -, Wis 12, Cha 9
Base Atk +3; CMB +4; CMD 17(21 vs. trip)
Feats Hover
Skills Fly +8
Poison(Ex)
Sting — injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d4 non-elemental damage; cure 1 save.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.