Little Veekie's Big Beehouse of Horror"Hi. My name is Veekie. Many of you at the auction are meeting me for the first time. This is because it has taken long for my plans to come to fruition."
"When I was but a small child I had a beehive. It wasn't anything fancy, and it was a small hive, but it was mine. I loved tending the lil' bees (sniff). But that came to an end one day when the local hilljacks knocked the hive over, and the Queen died from exposure. Without the Queen the rest of the hive slowly perished, and I had to watch them go one by one. Revenge was easy. After all my opponents were quite stupid. But then I figured, what's the point? The environment that created them will simply create more fools like them."
"So I've devoted my life to allowing beekind to protect themselves and their caretakers. And this is why you are here today. To bid on the results of my efforts. If you are worthy. The unworthy SHALL BE FED TO THE BEES! [SIZE="5"]YOU HEAR THAT PRINCESS FUZZY!? DADDY'S FINALLY GETTING REVENGE FOR YOU!! AHAHAHAHAHAHAHAHA![/SIZE]"
"Refreshments are to your left. Now first up we have Blackie, a lovely sentient Bumblebee assassin..."http://blogs.discovermagazine.com/discoblog/2010/12/07/bug-juice-hornet-may-turn-sunlight-into-electricity/Sun Bee Small Vermin
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 15 ft. (3 squares), Fly 60' (Good)
Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Sting +3 melee (1d4-1 plus poison)
Full Attack: Sting +3 melee (1d4-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Dark Vision 60', Vermin traits, Solar Endurance
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 8, Dex 16, Con 12, Int -, Wis 12, Cha 6
Skills: Spot +5, Survival +1 (+5 for Orientation)
Feats: Weapon Finesse (B)
Environment: Warm Plains
Organization: Solitary, Patrol (2-5), Hive (11-20)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---
"Sun Bees have a band on their abdomen that absorbs the suns rays and converts it to energy. Sluggish at night, they are terrors during the day."
Poison (Ex): Injury, DC 13 Fortitude Save (Save DC is Constitution based with a +2 Racial Bonus), Initial and Secondary damage is 1d6 Dexterity.
Solar Endurance (Ex): At high noon or in open well lit areas such as the desert or a Daylight spell the Sun Bee gets a +4 on all rolls. During regular light it gets +2 on all rolls, at twilight it's at normal as it's reserves wear off, and at night it lowers to a -2 on all rolls.
Skills: Sun Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.
Combat: Tactically, Sun Bees are pretty much like any other bee. Stinging is the norm.
http://www.youtube.com/watch?v=Sp8tLPDMUygPattern Bee Swarm Fine Magical Beast (<Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +5
Speed: 5 ft. (1 square), Fly 40' (Good)
Armor Class: 23 (+8 Dex, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +4/-13
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Pattern
Special Qualities: Dark Vision 60', Vermin traits, swarm traits, Immune to weapon damage
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 1, Dex 20, Con 11, Int 3, Wis 12, Cha 14
Skills: Listen +8, Spot +11, Survival +1 (+5 for Orientation)
Feats: Ability Focus (Distraction, Pattern), Alertness
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
"Pattern Bees hang off their nests side by side in a carpet of bees. To dissuade attacks by predators they twitch their wings and abdomens in unison, effectively hypnotizing or mentally disabling their foes."
Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.
Pattern (Ex): Any living creature able to see the Pattern Bee Swarm must make a DC 17 Willpower Save or be affected as if by a Confusion or Fear spell (bees choice). Save DC is Charisma based.
Skills: Pattern Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.
Combat: Pattern Bees prefer to use their patterns to confuse and dissuade foes. If this doesn't work they resort to swarming.
http://notexactlyrocketscience.wordpress.com/2007/09/17/mobs-of-honeybees-suffocate-hornets-to-death/Sauna Bees Tiny Magical Beast (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Fly 40' Good)
Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +4/-8
Attack: Swarm (2d6 plus 2d6 fire)
Full Attack: Swarm (2d6 plus 2d6 fire)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Burninate
Special Qualities: Dark Vision 60', Vermin traits, swarm traits, Half damage from Slashing and Piercing weapons
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 2, Dex 16, Con 11, Int -, Wis 12, Cha 2
Skills: Listen +8, Spot +11, Survival +1 (+5 for Orientation)
Feats: Ability Focus (Distraction), Alertness,
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
"Sauna Bees are called this because of their ability to literally heat foes up. They latch onto their victims and begin vibrating, causing intense heat through friction, and burning their grappled foes to death."
Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.
Burninate (Ex): The Sauna Bees Swarm attack does an additional 2d6 Fire damage.
Skills: Sauna Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.
Combat: Much like any swarm the Sauna Bees latch on and begin biting away.