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Gigantic Bee GuardCreature 4


UncommonLargeAnimal
Source Pathfinder #217: Death Sails a Wine-Dark Sea
Perception +14 (darkvision, scent (imprecise) 50 feet)
Languages none
Skills Athletics +12
Str +4, Dex +3, Con +4, Int -5, Wis +3, Cha +2

AC 21; Fort +14; Reflex +12; Will +8;
HP 60
Speed 20 feet (fly 40 feet)

Mandibles One Action +13 (+9, +5) to hit (agile) 2d4+4 Piercing
Stinger One Action +13 (+8, +3) to hit 2d6+4 Piercing

Smoke Susceptibility

A gigantic bee guard is Slowed 1 for 1 round if it starts its turn in smoke.

Bee Line Two Actions

Requirements An ally is adjacent to a foe


Effect The gigantic guardian bee Flies up to twice its Speed in a straight line and makes a stinger Strike against the foe.

Gigantic Bee Venom (poison)

Saving Throw DC 18 fortitude

Maximum Duration 4 rounds

Stage 1 1d6 poison damage (1 round)

Stage 2 1d6 poison damage and Sickened 1 (1 round)


These specialized worker bees investigate danger, protect the hive, and attack intruders. They're particularly sensitive to the pheromones of their colony and respond quickly to threats.


The honeybee is industrious and generally quite gentle. Following an upwelling of mythic power, however, a number of bee colonies found themselves transformed into gigantic specimens, along with the fields where they harvest nectar. These bees act mostly as they did prior to the infusion of mythic power, except they're far better able to defend themselves and their hives.

Honey and Medicine

The honey produced by bees possesses several properties that make it useful for the treatment of wounds. It helps prevent infection and inflammation, and many folk remedies make use of it. The honey of gigantic bees, being infused with mythic power, is an even more potent healing aid. A character who manages to get their hands on such a substance heals 1 extra point of damage when using it as part of a successful @UUID[Compendium.pf2e.actionspf2e.Item.Treat Wounds] skill check.

Other Giant Parasites

With the sudden infusion of mythic energy in Iblydos, the danger of giant versions of parasitic creatures is a very real threat. Increased size usually means increased appetite, and such creatures pose a danger not just to adventurers but livestock as well. Giant ticks, for instance, have long been a danger in the deepest wilderness, and now there are reports of housecat-sized fleas and lice.


Traits

Uncommon

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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.