Abeil, Queen (CR 12)

Medium Monstrous Humanoid
Alignment: Usually lawful
Initiative: +5 (Dex); Senses: darkvision 60 ft., Listen +13, and Spot +8


AC: 11 (+1 Dex), touch 11, flat-footed 10
Hit Dice: 14d8+42 (105 hp); DR: 10/magic
Fort +9, Ref +10, Will +14
Speed: 40 ft., fly 80 ft. (good)
Space: 5 ft./5 ft.
Base Attack +14; Grapple +18
Attack: 2 claws +18 melee and sting +13 melee, or sickle +18 melee and sting +13 melee, or masterwork mighty composite longbow (+4 Str bonus) +16 ranged
Full Attack: 2 claws +18 melee and sting +13 melee, or sickle +18/+13/+8 melee and sting +13 melee, or masterwork mighty composite longbow (+4 Str bonus) +16/+11/+6 ranged
Damage: Claw 1d6+4, sickle 1d6+4, sting 2d4+2 plus poison, masterwork mighty composite longbow (+4 Str bonus) 1d8+4x3
Special Attacks/Actions: Drone, improved grab, poise spells
Abilities: Str 18, Dex 13, Con 16, Int 15, Wis 21, Cha 18
Special Qualities: hive mind, SR 21
Feats: Dodge; Flyby Attack; Great Fortitude; Improved Initiative; Item creation feat (any one); metamagic feat (any one)
Skills: Concentration +13, Diplomacy +8, Intimidate +14, Knowledge (nature) +12, Knowledge (nobility) +12, Listen +13, Sense Motive +12, Spot +8, and Survival +15
Advancement: By character class
Climate/Terrain: Temperate or warm hills, plains or desert
Organization: Solitary or hive (1 plus 20-1 vassals and 5-30 soldiers)
Treasure/Possessions: Double standard

Source: Monster Manual II

Drone (Su): As a full-round action, an abeil can beat its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 21) or fall asleep as the sleep spell. There is no Hit Dice limit for this effect Abeils are immune to their own drone attacks as well as those of other abeils.

Improved Grab (Ex): If an abeil hits a single target that is at least one size category smaller than itself with both claws, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. (A queen's grapple bonus is +18.) If it gets a hold, it automatically hits with its sting. Thereafter, the abeil has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the abeil is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage from both claws and the sting.

Poison (Ex): A queen delivers her poison (Fortitude save DC 20) with each successful sting attack. The initial and secondary damage is the same (1d2 points of Strength drain).

Hive Mind (Ex): All abeils within 25 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No abeil in such a group is considered flanked unless they all are.

Spells: An abeil queen can cast divine spells as a 16th-level druid (spells/day 6/7/6/6/5/5/3/3/2; save DC 15 + spell level).

An abeil queen can cast powerful spells when threatened, and her poison is more virulent than that of any other abeil. However, she is rarely in combat because she depends primarily on her soldiers to protect her.

All abeils prefer to fight from the sky, making ranged attacks and sonic assaults upon their foes below. If forced to fight on the ground, they coordinate their attacks to make the best use of their ranged weapons (and spells, for those capable of casting them). In melee, they prefer to swarm around particularly tough opponents and sting them with their enfeebling poison. Abeils fight to the death because they believe that cowardice on the battlefield could doom the hive. They rarely wear armor because it impedes their ability to fly.