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Hellwasp SwarmCreature 8


LELargeFiendSwarm
Source Pathfinder Bestiary 3
Perception +16 (darkvision)
Languages Infernal, (can't Speak Any Language)
Skills Acrobatics +18, Stealth +18
Str +0, Dex +4, Con +6, Int -3, Wis +2, Cha -2

AC 24; Fort +18; Reflex +16; Will +14;
HP 95
Speed 20 feet (fly 40 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 10, Splash Damage 10
Resistances Bludgeoning 5, Fire 10, Piercing 10, Slashing 5

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Abandon Corpse One Action

Requirements The hellwasp swarm is controlling a corpse with Infest Corpse


Effect The hellwasp swarm leaves its host corpse, which dies instantly and becomes a normal corpse in all respects. The hellwasp swarm expands out from that space to its normal size.

Hellwasp Stings One Action

Each enemy in the swarm's space takes 4d8 piercing damage (DC 26 basic reflex save). Any creature that fails its saving throw is exposed to hellwasp venom.

Hellwasp Venom (poison)

Saving Throw DC 26 fortitude


Maximum Duration 6 rounds

Stage 1 1d8 poison damage and Clumsy 2 (1 round)

Stage 2 2d8 poison damage and clumsy 2 (1 round)

Infest Corpse Two Actions (manipulate)

The hellwasp swarm animates the corpse of a Small, Medium, or Large humanoid that protected by Gentle Repose or similar magic, crawling into its mouth and other orifices.

Its size changes to that of the corpse and it loses its piercing and slashing resistances, fly Speed, and Hellwasp Stings.

It gains a fist melee Strike with a +18/+13/+8 attack modifier that deals 2d8 bludgeoning damage plus 2d8 piercing damage and hellwasp venom. The hellwasp swarm gains 40 temporary Hit Points when it Infests a Corpse; when these temporary HP are depleted, the corpse falls apart and the swarm Abandons the Corpse automatically.

Torturous Buzz Two Actions (auditory, emotion, enchantment, incapacitation, occult)

The swarm emits a distracting, cacophonous buzzing. Each creature within 20 feet must attempt a DC 26 will save.


Critical Success The creature is unaffected and temporarily immune for 1 minute.

Success The creature is unaffected.

Failure The creature is Confused for 1 round.

Critical Failure The creature is confused for 1d4 rounds.


Hellwasps' infernal nature allows them to collectively inhabit and control humanoid corpses, and they use this ability to infest and horrify large swathes of territory unless destroyed. While individual hellwasp poses little threat, these fist-sized insects instinctively form into aggressive swarms that will viciously attack any creature approaching their colony, the lone exception being powerful fiends.

Hellwasp swarms have a rudimentary intelligence focused on the protection and expansion of their colony. They can understand Infernal but are incapable of speech. They sometimes obey simple commands from a lawful fiend more powerful than their swarm, but there is no nuance or understanding to this obedience, and if left alone for more than a day they stop obeying and return to their colony.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.