Howler Wasp (CR 1)

Small Aberration
Alignment: Usually chaotic evil
Initiative: +1(Dex); Senses: darkvision 60 ft., Listen +3, and Spot +4
Languages: -


AC: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Hit Dice: 2d8+4 (13 hp)
Fort +2, Ref +1, Will +4
Speed: 10 ft. and Fly 60 ft. (good)
Space: Space 5 ft.; Reach 5 ft.
Base Attack +1; Grapple -2
Attack: Melee bite +3 (1d4+1) and 2 claws +1 each (1d3) or
Melee sting +3 (1d3+1 plus poison)
Special Attacks/Actions:
Attack Options: poison (DC 13, 1d6 Dex/1d6 Dex)
Abilities: Str 12, Dex 13, Con 15, Int 3, Wis 13, Cha 6
Special Qualities: inciting pheromone
Feats: Multiattack,
Skills: Listen +3 and Spot +4
Advancement: 3-7 HD (Medium); 8 HD (Large)
Climate/Terrain: any warm - usually forests
Organization: Individual, Hunting group (2-4 workers), Raiding Wing (5-16 workers), Nest (17-64 wasps with 1 queen)
Treasure/Possessions: standard

Source: Monster Manual IV

Inciting Pheromone (Ex) If a melee attack reduces a howler wasp to 0 or fewer hit points, or if the wasp takes a critical hit from a melee attack, it can attempt to douse its foe with a pheromone (+3 melee touch). The wasp uses this ability as an immediate action before resolving the effect of the damage.

The pheromone draws other howler wasps to the target, inciting them into a fearsome rage. All howler wasps within 60 feet of a creature doused with the pheromone gain a +1 bonus on attack rolls and a +2 bonus on damage rolls against the doused creature. Howler wasps detect the doused creature as if they had blindsense. The pheromone's effects last for 10 minutes, though a doused creature can wash the substance off by submerging in water.

The example presented above is a typical worker. It builds the nest, forages for food, and defends the colony and its queen.