Encounters: Cormyrean Marshes - The Farseas Marsh

Bee Swarm (CR 2)

Fine Vermin (Swarm)
Alignment: Always neutral
Initiative: +5 (Dex); Senses: darkvision 60 ft. and Spot +5


AC: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Hit Dice: 3d8 (13 hp)
Fort +3, Ref +6, Will +2


Speed: 5 ft., fly 15 ft. (Good)
Space: 10 ft./0 ft.
Base Attack +2; Grapple -
Attack: Swarm
Full Attack: Swarm
Damage: Swarm 1d6 plus poison
Special Attacks: Poison, Distraction


Abilities: Str 1, Dex 20, Con 11, Int -, Wis 12, Cha 2
Special Qualities: vermin traits, swarm traits, immune to weapon damage
Feats: -
Skills: Spot +5 and Survival +1
Advancement:


Climate/Terrain: Temperate or warm plains
Organization: Solitary or Swarm (3-6)
Treasure: No coins or items, 1/8 goods (honey only)


Source: Converted

Bees swarm - need we say more?

Poison (Ex): Injury, Fortitude Save DC 11, Initial and Secondary damage is 1d4 Constitution. Whenever the swarm attacks, it loses 1d8 hp as parts of it die.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 11 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

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