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Hellwasp Swarm

Creature 8 — fiend, swarm, unholy

Pre-Remaster content. May include legacy alignment.

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

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +16
Skills acrobatics +18, stealth +18
Str
+0
Dex
+4
Con
+6
Int
-3
Wis
+2
Cha
-2
AC 24 Fort +18 Ref +16 Will +14
HP 95
Immunities precision, swarm-mind
Resistances bludgeoning 5, fire 10, piercing 10, slashing 5
Weaknesses area-damage 10, splash-damage 10
Speed 20 feet, fly 40 feet

Abilities

Swarm Mind — Swarm Mind
Abandon Corpse
Hellwasp Stings — Each enemy in the swarm's space takes 4d8 piercing damage (DC 26 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 (manipulate) — The hellwasp swarm animates the corpse of a Small, Medium, or Large humanoid that protected by Peaceful Rest 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 plus 2d8 piercing{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 (auditory, emotion, incapacitation, occult) — The swarm emits a distracting, cacophonous buzzing. Each creature within 20-foot emanation{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.

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