Diminutive Magical Beast (Evil, Extraplanar, Swarm)
Speed: 5 feet, fly 40 feet
Armor Class: 20 (+4 size, +6 Dexterity); touch 20, flat-footed 14
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)Space/Reach: 10 feet by 10 feet/0 feet
Special Attacks: Distraction, inhabit, poison
Special Qualities: Damage Reduction 10/+1, Darkvision 60 feet, hive mind, immune to weapon damage, low-light vision, resistance to fire 10, swarm traitsSaves: Fortitude +10, Reflex +14, Will +7
Abilities: Str 1, Int 6, Wis 13, Dex 22, Con 14, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Feats: Ability Focus (Poison), Improved Initiative, Iron Will, Skill Augmentation (Listen and Spot), Toughness
Environment: Infernal Hells
Organization: Solitary, fright (2 - 4 swarms), or terror (5 - 8 swarms)
Challenge Rating: 8
Alignment: Always lawful evil
Level Adjustment: -
Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unloving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.
Hellwasp swarms are extremely difficult to fight with physical attacks. They have a few special vulnerabilities as follows.
Hellwasp Swarms as Familiars
Bat swarms can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, be within alignment one step of lawful evil, and be at least a 16th-level caster. Powerful goblinoid and goblinoid-blooded spellcasters have been known to have hellwasp swarm familiars.
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