Howler Wasp Queen (CR 5)
Large Aberration
Alignment: Usually chaotic evil
Initiative: +0(Dex); Senses: darkvision 60 ft., Listen +9, and Spot +10
Languages: -
AC: 18 (-1 size, +0 Dex, +9 natural), touch 9, flat-footed 18
Hit Dice: 8d8+35 (71 hp)
Fort +6, Ref +2, Will +8
Speed: 20 ft.
Space: 10 ft.; Reach 5 ft.
Base Attack +6; Grapple +14
Attack: Melee bite +9 (1d8+4) and 2 claws +7 each (1d6+2) or Melee sting +9 (1d8+4 plus poison)
Special Attacks/Actions:
Attack Options: poison (DC 18, 1d8 Dex/1d8 Dex)
Abilities: Str 18, Dex 11, Con 18, Int 6, Wis 15, Cha 8
Special Qualities: inciting pheromone (+9 melee touch)
Feats: Alertness, Multiattack, Toughness,
Skills: Listen +9 and Spot +10
Advancement:
Climate/Terrain: any warm - usually forests
Organization: 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 colony's queen, like that of a mundane wasp nest, is responsible for laying eggs. Male howler wasps crowd about her at all times.