Hellwasp Swarm | CR 8 |
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Always LE Diminutive Magical Beast (Extraplanar, Evil, Swarm) Init +10; Senses darkvision 60 ft., low-light vision; Listen +10, Spot +10 Languages —; hive mind |
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AC 20, touch 20, flat-footed 14 hp 93 (12 HD); DR 10/magic Immune immune to weapon damage Resist fire 10 Fort +10, Ref +14, Will +7 |
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Speed 5 ft., fly 40 ft. (good) Space 10 ft.; Reach 0 ft. Base Atk +12; Grp − Special Actions inhabit |
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Abilities Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9 SQ swarm traits Feats Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness Skills Hide +19, Listen +10, Spot +10 Advancement None |
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Distraction (Ex) Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Hive Mind (Ex) Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.
Inhabit (Ex) A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm's resistances and immunities may negate some or all of this damage. If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim's movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead. A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host. A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.
Poison (Ex) Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. |