SYSTEM REFERENCE DOCUMENT 3.5 |
|
Medium Magical Beast (Augmented Vermin, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4 squares), fly 80 ft. (good) |
Armor Class: |
14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
Base Attack/Grapple: |
+2/+2 |
Attack: |
Sting +2 melee (1d4 plus poison) |
Full Attack: |
Sting +2 melee (1d4 plus poison) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Poison, smite evil |
Special Qualities: |
Darkvision 60 ft., vermin traits, resistance to acid 5 cold 5 and electricity 5, spell resistance 8 |
Saves: |
Fort +3, Ref +3, Will +2 |
Abilities: |
Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9 |
Skills: |
|
Feats: |
— |
Environment: |
Any Good-aligned plane |
Organization: |
Solitary, buzz (2–5), or hive (11–20) |
Challenge Rating: |
1 |
Alignment: |
Always good (any) |
Treasure: |
No coins; 1/4 goods (honey only); no items |
Advancement: |
4–6 HD (Medium); 7–9 HD (Large) |
Level Adjustment: |
+2 |
Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +3.