Mark Chance
Boingy! Boingy!
The Wasfae
The wasfae are a mighty race of devilish creatures. In its normal form, a wasfae appears to be an unholy combination of humanoid and wasp. Its insectile head sports powerful mandibles, and its abdomen is highly flexible with a dangerous stinger. A wasfae has the uncanny ability to transform into a swarm of oversized fiendish wasps.
[sblock=Wafsa (normal form); CR 10]
Always LE Medium outsider (evil, extraplanar, lawful, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision, Listen +22, Spot +22
Language Infernal (can only speak through host creature)
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AC AC 18 (+3 Dex, +5 natural), touch 13, flat-footed 15; Dodge
hp 107 (16 HD)
Immune cold, poison, petrification
Resist electricity 10, fire 10, sonic 10
SR 18
Fort +12, Ref +13, Will +13
-----
Spd 40 ft. (8 squares)
Melee sting +19 (2d4+3 plus poison) and 2 claws +14 (1d6+1) and bite +14 (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +16; Grp +19
Attack Options poison
Special Actions alternate form, hive mind
-----
Abilities Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills Bluff +10, Diplomacy +4, Disguise +19 (+21 when acting in character), Hide +22, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +22, Move Silently +22, Sense Motive +10, Spot +22, Survival +1 (+3 on other planes), Use Magic Device +19
Feats Ability Focus (poison), Alertness, Dodge, Improved Initiative, Iron Will, Toughness
Environment a lawful evil–aligned plane
Organization solitary, team (2–4), or troop (6–11)
Treasure standard
Advancement 17-32 HD (Medium)
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Hive Mind (Ex): All wasfae within 50 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No wasfa in a group is considered flanked unless all of them are.
Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d6 Strength. The save DC is Constitution-based.
[/sblock]
[sblock=Wafsa (swarm form)]
Always LE Diminutive outsider (evil, extraplanar, lawful, shapechanger, swarm)
Init +13; Senses darkvision 60 ft., low-light vision, Listen +22, Spot +22
Language Infernal
-----
AC AC 23 (+4 size, +9 Dex), touch 23, flat-footed 14; Dodge
hp 139 (16 HD)
Immune cold, poison, petrification, weapon damage
Resist electricity 10, fire 10, sonic 10
SR 18
Fort +14, Ref +19, Will +13
-----
Spd 5 ft. (1 square), fly 40 ft. (perfect)
Melee swarm (3d6 plus poison)
Space 10 ft.; Reach 0 ft.
Base Atk +16; Grp --
Attack Options distraction, inhabit, poison
Special Actions alternate form, hive mind
-----
Abilities Str 7, Dex 28, Con 18, Int 10, Wis 12, Cha 11
Skills Bluff +10, Diplomacy +4, Disguise +19 (+21 when acting in character), Hide +30, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +22, Move Silently +30, Sense Motive +10, Spot +22, Survival +1 (+3 on other planes), Use Magic Device +19
Feats Ability Focus (poison), Alertness, Dodge, Improved Initiative, Iron Will, Toughness
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Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 22 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Hive Mind (Ex): All wasfae within 50 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No wasfa in a group is considered flanked unless all of them are.
Inhabit (Ex): A wasfa in swarm form can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.
If a wasfa swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a wasfa swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster spell on the victim. The wasfa quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.
A wasfa–inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if inhabiting a Small host.
A remove disease or heal spell cast on an inhabited victim forces the wasfa swarm to abandon its host.
Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 1d6 Strength. The save DC is Constitution-based.[/sblock]
The wasfae are a mighty race of devilish creatures. In its normal form, a wasfae appears to be an unholy combination of humanoid and wasp. Its insectile head sports powerful mandibles, and its abdomen is highly flexible with a dangerous stinger. A wasfae has the uncanny ability to transform into a swarm of oversized fiendish wasps.
[sblock=Wafsa (normal form); CR 10]
Always LE Medium outsider (evil, extraplanar, lawful, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision, Listen +22, Spot +22
Language Infernal (can only speak through host creature)
-----
AC AC 18 (+3 Dex, +5 natural), touch 13, flat-footed 15; Dodge
hp 107 (16 HD)
Immune cold, poison, petrification
Resist electricity 10, fire 10, sonic 10
SR 18
Fort +12, Ref +13, Will +13
-----
Spd 40 ft. (8 squares)
Melee sting +19 (2d4+3 plus poison) and 2 claws +14 (1d6+1) and bite +14 (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +16; Grp +19
Attack Options poison
Special Actions alternate form, hive mind
-----
Abilities Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills Bluff +10, Diplomacy +4, Disguise +19 (+21 when acting in character), Hide +22, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +22, Move Silently +22, Sense Motive +10, Spot +22, Survival +1 (+3 on other planes), Use Magic Device +19
Feats Ability Focus (poison), Alertness, Dodge, Improved Initiative, Iron Will, Toughness
Environment a lawful evil–aligned plane
Organization solitary, team (2–4), or troop (6–11)
Treasure standard
Advancement 17-32 HD (Medium)
-----
Hive Mind (Ex): All wasfae within 50 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No wasfa in a group is considered flanked unless all of them are.
Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d6 Strength. The save DC is Constitution-based.
[/sblock]
[sblock=Wafsa (swarm form)]
Always LE Diminutive outsider (evil, extraplanar, lawful, shapechanger, swarm)
Init +13; Senses darkvision 60 ft., low-light vision, Listen +22, Spot +22
Language Infernal
-----
AC AC 23 (+4 size, +9 Dex), touch 23, flat-footed 14; Dodge
hp 139 (16 HD)
Immune cold, poison, petrification, weapon damage
Resist electricity 10, fire 10, sonic 10
SR 18
Fort +14, Ref +19, Will +13
-----
Spd 5 ft. (1 square), fly 40 ft. (perfect)
Melee swarm (3d6 plus poison)
Space 10 ft.; Reach 0 ft.
Base Atk +16; Grp --
Attack Options distraction, inhabit, poison
Special Actions alternate form, hive mind
-----
Abilities Str 7, Dex 28, Con 18, Int 10, Wis 12, Cha 11
Skills Bluff +10, Diplomacy +4, Disguise +19 (+21 when acting in character), Hide +30, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +22, Move Silently +30, Sense Motive +10, Spot +22, Survival +1 (+3 on other planes), Use Magic Device +19
Feats Ability Focus (poison), Alertness, Dodge, Improved Initiative, Iron Will, Toughness
-----
Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 22 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Hive Mind (Ex): All wasfae within 50 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No wasfa in a group is considered flanked unless all of them are.
Inhabit (Ex): A wasfa in swarm form can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.
If a wasfa swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a wasfa swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster spell on the victim. The wasfa quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.
A wasfa–inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if inhabiting a Small host.
A remove disease or heal spell cast on an inhabited victim forces the wasfa swarm to abandon its host.
Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 1d6 Strength. The save DC is Constitution-based.[/sblock]
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