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Wasp Swarm (Arctic)Creature 4

Source Pathfinder Society Scenario #3-13: Guardian's Covenant
Perception +10 (darkvision)
Languages none
Skills Acrobatics +12
Str -4, Dex +4, Con +2, Int -5, Wis +2, Cha -1

AC 18; Fort +10; Reflex +12; Will +8;
HP 45
Speed 20 feet (fly 40 feet)
Immunities cold, precision, swarm mind
Weaknesses Area Damage 5, Fire 5, Splash Damage 5
Resistances Bludgeoning 7, Piercing 7, Slashing 3


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.

Swarming Stings One Action

Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic reflex save) and is exposed to wasp venom. A successful save negates the poison exposure.

Wasp Venom (poison)

Saving Throw DC 21 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison (1 round)

Stage 2 2d6 poison and Clumsy 2 (2 rounds)

The monsters are acclimated to the wintery climate of northern Arcadia.

Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will-to deadly effect.

While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects-to say nothing of their oversized kin-can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.