Abeil, Vassal (CR 2)

Medium Monstrous Humanoid
Alignment: Usually lawful
Initiative: +1 (Dex); Senses: darkvision 60 ft. and Listen +3


AC: 11 (+1 Dex), touch 11, flat-footed 10
Hit Dice: 1d8 (4 hp)
Fort +0, Ref +3, Will +4
Speed: 30 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +10
Attack: Claws +1 melee and sting -4 melee, or light flail +1 melee and sting -4 melee, or javelin +2 ranged
Full Attack: 2 claws +1 melee and sting -4 melee, or light flail +1 melee and sting -4 melee, or javelin +2 ranged
Damage: Claw 1d4, light flail 1d8, sting 1d6 plus poison, javelin 1d6
Special Attacks/Actions: Drone, improved grab, poison
Abilities: Str 11, Dex 13, Con 10, Int 10, Wis 14, Cha 9
Special Qualities: hive mind
Feats: Dodge
Skills: Craft or Knowledge (any one) +4, Listen +3, Search +1, and Survival +4
Advancement: By character class
Climate/Terrain: Temperate or warm hills, plains, or desert
Organization: Solitary, pair, team (3-8), or crew (10-40)
Treasure/Possessions: 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 9) 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 vassal's grapple bonus is +1.) 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 vassal delivers its poison (Fortitude save DC 10) with each successful sting attack. The initial and secondary damage is the same (1d4 points of Strength damage).

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.

Unless ordered to attack, vassals flee combat to notify the hive of the threat. When armed for battle, they fight with light flails.

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.