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SYSTEM REFERENCE DOCUMENT 3.5

 
CELESTIAL GIANT BEE

 

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:

Spot +5, Survival +1*

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.

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