Bee, Big (CR 1/2)
Tiny Vermin
Alignment: Always Neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft. and Spot +5
AC: 16 (+2 Dex), touch 16, flat-footed 14
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +4, Will +1
Speed: 10 ft., fly 30 ft. (Good)
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -12
Attack: Sting +4 melee
Full Attack: Sting +4 melee
Damage: Sting 1d3-4 plus poison
Special Attacks/Actions: Poison
Abilities: Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Special Qualities: Vermin Traits
Feats: Weapon Finesse
Skills: Spot +5 and Survival +1
Advancement: -
Climate/Terrain: Temperate or Warm Plains
Organization: Solitary or Swarm (10-100)
Treasure/Possessions: No coins or items, 1/8 goods (honey only)
Source:
Converted
Big Bees are foot long bees magically enhanced over generations to serve as passive guardians that attack anything within their territory. They also don't die when they sting and are more aggressive than regular bees.
Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d4 Constitution.
Distraction (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.
Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.
Combat: Big Bees fight to the death unless opponents are moving away from their hives. Mostly they do flyby attacks with their stings.