Fearsome Critters from Lumberjack Tales - The Beeskeeter
Beeskeeter
Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (good)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/-4 (+4 attached, +8 transfixed if foe Tiny+; else -4 & +0)
Attack: Nose-sting +5 melee (1d4-1 plus blood drain) or tail-sting +5 melee (1d4-1 plus poison)
Full Attack: Nose-sting +5 melee (1d4-1 plus blood drain) or tail-sting +5 melee (1d4-1 plus poison)
Space/Reach: 5 ft./ 5 ft. (10 ft. with extra-long sting)
Special Attacks: Attach, blood drain, poison, transfix
Special Qualities: Breakable stingers, darkvision 60 ft., exchange stinger, extra-long stinger, hip-purses of holding, low-light vision, scent, verminous varmint
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 9, Dex 17, Con 15, Int 3, Wis 13, Cha 6
Skills: Listen +2, Spot +6, Survival +3* (+7 to track prey or orient itself)
Feats: Track, Weapon FinesseB
Environment: Temperate or warm forests and marshes
Organization: Solitary, buzz (2-4), swarm (5-10) or pool (11-20)
Challenge Rating: 1
Treasure: No coins; ½ goods (honey only); no items
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 HD (Huge); 17-32 HD (Gargantuan); 33-64 HD (Colossal)
Level Adjustment: —
Buzzing towards you is a flying insect of unnatural size. It has the forequarters and piercing mouthparts of a giant mosquito and the black-and-yellow striped hindquarters of a bee, complete with sting.
A beeskeeter is a monstrous flying insect, a ghastly hybrid spawned from the interbreeding of giant bees and skeeters (see below for details of Skeeters). The above statistics are for a beeskeeter some 30" in length, not including its foot-long stingers fore and aft, weighing about twenty pounds.
In some parts of the country, a beeskeeter this size is considered a mere baby, for these monsters can grow to epic proportions. There are legends of beeskeeters so immense they can not find animals big enough to prey upon, so they needs must feed upon Mother Earth herself, by drilling their nose-stinger deep into the bedrock to sup upon the black blood of the earth.
Beeskeeters inhabit country with plenty of flowering plants and warm-blooded prey, both of which they need for their sustenance, for these critters feed with both the blood-sucking nose of a skeeter and the mouth of a giant bee. Beeskeeters make honey, which they store within hollow trees and rock crevices. Indeed, they produce a quantity and quality of honey superior to giant bees of the same size. This honey is prized for its magical properties as well as it superb taste, so commands a good price among alchemists, spellcasters and top-ranking cooks, as well as rich folk with a sweet tooth. A few evil folk tough enough to resist their stingers even raise beeskeeters for their honey, with the added bonuses that the monsters pollinate their crops and attack intruders.
On each 'hip', beeskeeters have a purse resembling the pollen-sac on a honeybees' thigh. Beeskeeters' have the uncanny trick of unscrewing their nose- or tail-stinger, reaching into their hip-purse for another one, then screwing that stinger into the vacated socket. If a victim's too far off to jab with its normal stinger, they simply screw on an extra-long one. Even more amazing, an ordinary sized beeskeeter can scabbard an eight-foot long stinger in a hip-purse as small as a halfling's belt pouch, for these hip-purses are supernatural containers whose insides are much larger than their outsides. Each hip-purse has scabbards for three extra stingers, two regulation length and one extra-long, plus stowage space for an ample supply of vittals. Because the interior is an extradimensional space, anything stowed inside doesn't weigh the beeskeeter down.
While beeskeeters are blessedly rare most of the time, they can breed in great numbers when conditions are right for them, becoming a terrible affliction to both man and beast. A group of beeskeeters finds a sheltered hollow and fills it with water carried hence in their hip-purses. Into the resulting pool they lay dozens of eggs, which hatch into aquatic larvae the parent beeskeeters feed with blood and honey. Nurtured on this rich diet, the larvae grow with great rapidity, becoming pupae after three weeks or so. The adults lift each pupa out of the water and conceals it somewhere nearby. This not only relieves crowding in the teeming larva pool, but helps the beeskeeter species survive harsh seasons, for beeskeeter pupae can hibernate for years, reviving when they feel the warm, wet weather beeskeeters prefer.
Combat
A beeskeeter is not a subtle or unenthusiastic combatant. The instant they sight potential victims they make a bee-line for them, eagerly buzzing for blood. Normally, they start with their nose-sting attack in a bid to attach and blood drain, trying to transfix their opponent with their tail sting on subsequent rounds. A big beeskeeter faced with multiple foes may attach itself to one victim and fight its other opponents with its tail sting, beeskeeters of Huge size or larger are most prone to this tactic, since they can fly while carrying the weight of most humanoid foes and have the Combat Reflexes feat for making multiple attacks of opportunity.
Beeskeeters who have tasted blood are far less likely to flee a fight than ones who haven't. A beeskeeter that takes more that 25% or so of its hit points in damage without successfully using its blood drain ability usually flies away, discouraged, while one that is busy draining blood typically fights to the death.
Attach (Ex)
If a beeskeeter hits with a stinger attack it can fasten onto its opponent, effectively grappling its victim. It can then Blood Drain with a nose-stinger, Poison with a tail-stinger and try to Transfix its victim. An attached beeskeeter loses its Dexterity bonus to AC, unless its size category and Strength are both higher than the victim it's attached itself to. An attached beeskeeter can be struck with a weapon or grappled itself. To remove an attached beeskeeter through grappling, an opponent must achieve a pin against the creature.
Beeskeeters have a +8 racial bonus on grapple checks when attached to creatures larger than one size category smaller than themselves (already figured into the Base Attack/Grapple entry above), provided they're using regular-length stingers.
Blood Drain (Ex)
A beeskeeter drains blood, dealing 1d3 points of Constitution damage in any round when it begins its turn attached to a victim via its nose-stinger. Once it has dealt 7 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the beeskeeter’s appetite has been sated, the beeskeeter detaches and seeks a new target.
Breakable Stingers (Ex)
The stingers of a beeskeeter can be targeted for sunder attacks. They are relatively fragile, being equivalent to a light hafted weapon of Small size, thus having hardness 5 and 1 hp. Alternatively, an opponent grappling a beeskeeter can try to snap one of its stingers off by sheer strength, this requires a DC 12 Strength check. This DC is Strength based and does not vary with the beeskeeter's Hit Dice. Damage to a stinger also applies to the beeskeeter's total hit points.
Exchange Stingers (Su)
A beeskeeter can swap out either its nose- or tail-stinger for a spare stored in a hip-purse (See below), by spending a move action, it can swap both its nose- and tail-stingers at the same time with a standard action. A beeskeeter can scabbard six spare stingers within its hip-purses, four regular and two extra-long. Stingers are living organs that die if detached from a beeskeeter's nose, tail or scabbards for more than two rounds. The scabbards, and the hip-purses they're within, are also formed of living flesh and chitin. A beeskeeter's scabbards can grow a replacement for a dead or destroyed stinger in three days, or fully heal a broken or damaged stinger in one day.
Extra-Long Stinger (Ex)
A beeskeeter can exchange its regular stinger for one of extraordinary length. Such a stinger has all the properties of a Reach weapon, including the inability to strike creatures that are too close. A beeskeeter can Attach itself to a victim with an extra-long nose-stinger, but it does not gain the normal +8 racial bonus to grappling when using an extra-long stinger and cannot Transfix opponents.
Hip-Purses of Holding (Su)
A beeskeeter has two hip-purses, one on each thigh, each comprised of three scabbards for holding stings (two regular and one extra-long scabbard in each pouch), plus a sac for general stowage. These hip-purses function similarly to bags of holding, being non-dimensional spaces whose contents do not count against the monster's encumbrance, the stowage-sac can hold any number, size and shape of objects up to its weight and volume limits. The sting-scabbards can only hold a beeskeeter's own stings, their non-dimensional interiors existing for no other objects, not even the stings of an otherwise identical beeskeeter.
Hip-purses are living organs that can not be removed from the beeskeeter's body without rupturing. If a hip-purse is ruptured, all the contents of its stowage sac will spill out into the material plane around the beeskeeter, but not any scabbarded stings. A hip-purse can not be sundered, as it is a normal part of the beeskeeter's body and not a carried of worn object, but it can be attacked from the inside. Each hip-purse has twice the hp of the beeskeeter's stingers, and an Armour Class of 10 plus half the beeskeeter's natural armour. A ruptured hip-purse regains its supernatural storage ability once it is fully healed, a process which takes a day of natural healing.
A beeskeeter's hip-purses can stow a weight up to the creature's light load, half in each purse. [Conveniently, a light load is also the maximum load a beeskeeter can carry outside its hip-purses whilst flying.] For every ten pounds of weight capacity its stowage-sacs have one and a half cubic feet of volume capacity. The hip-purse statistics of standard beeskeeters of all sizes is listed below:
Beeskeeter Hip-Purses Statistics
Tiny: AC 10; hp 1; Capacity: 8 lbs & 1 cu. ft. (each pouch 4 lb ½ cu')
Small: AC 10; hp 2; Capacity: 22 lbs & 3 cu. ft. (each pouch 11 lb 1½ cu')
Medium: AC 10; hp 4; Capacity: 50 lbs & 7 cu. ft. (each pouch 25 lb 3½ cu')
Large: AC 11; hp 8; Capacity: 172 lbs & 25 cu. ft. (each pouch 86 lb 12½ cu')
Huge: AC 12; hp 16; Capacity: 612 lbs & 90 cu. ft. (each pouch 306 lb 45 cu')
Gargantuan: AC 14; hp 32; Capacity: 2768 lbs & 400 cu. ft. (each pouch 1384 lb 200 cu')
Colossal: AC 17; hp 64; Capacity: 19200 lbs & 2880 cu. ft. (each pouch 9600 lb 1440 cu')
Poison (Ex)
If a beeskeeter hits with its tail-sting or start its round attached or transfixed to a victim via its tail-stinger it may inject a dose of poison with the following properties: Injury, Fortitude DC 12, initial and secondary damage 1d3 Str. The save DC is Constitution-based.
Transfix (Ex)
On a successful grapple check, a beeskeeter that is attached to a victim by one stinger can attach itself with the other stinger, doing normal sting damage and injecting poison if this is the tail-stinger. Both stingers remain transfixed in the victim, and the beeskeeter can drain blood and pump in another dose of venom on any round it begins its turn transfixing a victim. To remove the beeskeeter, an opponent must grapple it and achieve a pin against the creature and succeed in a Strength contest against the beeskeeter. If the strength contest fails, the opponent only succeeds in removing one stinger (opponent's choice), and the monster remains attached to its victim by the other stinger, but not transfixed.
A beeskeeter gets a +4 circumstance bonus to grappling checks against a transfixed victim. (noted in the Base Attack/Grapple entry above).
Beeskeeters cannot use Transfix when wearing an extra-long sting on either their nose or tail.
Verminous Varmint (Ex)
Any power that works on Vermin, such as the spells giant vermin and repel vermin, will fully affect a beeskeeter as if it was a creature of the Vermin type instead of being a Magical Beast.
Skills
Beeskeeters have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves and to track prey.
Lore Checks
DC 11 - Beeskeeters, dey be 'orrible bugs with da' front-half of a blood-sucking moskeeter an' da tail-half of a bee. Dem varmints are a scourge to man an' beast, dey buzz through they air loik banshees to fasten demselves on with both nose- an' tail-stingers, shootin' in poison with one end while suckin' out der victim's blood wit' de other end, til thers naught left but a dried-out husk.
DC 15 - If ye break a beeskeeter's stinger, it jus screws on a new one. They's got special long stingers dey can screw on for stingin' out o' reach places. Beeskeeters make mighty fine honey, so it's worth yer time trakkin' dem to ther nest.
DC 21 - Beeskeeters keep der extra stingers in hip-pouches dat are bigger on the inside than on the outside. Tha worse thing about beeskeeters is the varmints won't stop growin'. I've heard tell of a beeskeeter as big as ten mammoths, with stingers big as a whitebark pine tree!
Advanced and Pygmy Beeskeeters
For your convenience, here are compact stat-blocks for beeskeeters of all available sizes. Note that their attributes do not increase with size following the standard Advancement scheme, in a similar fashion to such oversized vermin as Monstrous Spiders.
The following list shows the complete feat progression of an advanced beeskeeter. It is listed in the order in which the beeskeeter acquires them rather then alphabetically. Thus a 12 HD beeskeeter, which receives five feats from its HD, would be given the first five feats on the list, plus the bonus feat of Weapon Finesse, giving it the feats Weapon FinesseB, Track, Alertness, Weapon Focus (sting), Combat Reflexes and Iron Will in that order.
Feats: Weapon FinesseB, Track, Alertness, Weapon Focus (sting), Combat Reflexes, Iron Will, Lightning Reflexes, Improved Critical (sting), Great Constitution, Epic Will, Great Constitution (×2), Epic Reflexes, Damage Reduction (DR 3/–), Improved Natural Attack (sting), Epic Fortitude, Great Strength, Great Constitution(×3), Damage Reduction(×2, DR 6/–), Great Dexterity, Great Constitution (×4), Damage Reduction(×3, DR 9/–), Great Constitution (×5), Damage Reduction (×4, DR 12/–)
Tiny Beeskeeter(Hit Dice: ½d10+2(4hp)(stingers 1hp break DC10); Init: +3; Speed: 10 ft., fly 60 ft(good); AC: 15(+2 size, +3 Dex) touch 15, flat-footed 12; Base Attack/Grapple: +1/-10(-2 attached, +2 transfixing if foe Diminutive+, else -10 & -6)*; Attacks: Nose-sting +6 melee (1d3-3 plus 1d3 Con blood drain, sated by 5 Con) or tail-sting +6 melee (1d3-3 plus DC10 1d3/1d3 Str poison); Space/Reach: 2½ ft./0 ft.(5 ft. with extra-long sting); Saves: Fort +4, Ref +5, Will +1; Abilities: Str 5, Dex 17, Con 15, Int 3, Wis 13, Cha 6; Skills: Listen +2, Spot +6, Survival +3* (+7 to track prey or orient itself); Feats: Track, Weapon Finesse[FONT="]B; CR: ½?)
Small Beeskeeter(Hit Dice: 1d10+2(7hp)(stingers 1hp break DC12); Init: +3; Speed: 10 ft., fly 60 ft(good); AC: 14(+1 size, +3 Dex) touch 14, flat-footed 11; Base Attack/Grapple: +1/-4(+4 attached, +8 transfixing if foe Tiny+, else -4 & +0)*; Attacks: Nose-sting +5 melee (1d4-1 plus 1d3 Con blood drain, sated by 7 Con) or tail-sting +5 melee (1d4-1 plus DC12 1d3/1d3 Str poison); Space/Reach: 5 ft./5 ft.(10 ft. with extra-long sting); Saves: Fort +4, Ref +5, Will +1; Abilities: Str 9, Dex 17, Con 15, Int 3, Wis 13, Cha 6; Skills: Listen +2, Spot +6, Survival +3* (+7 to track prey or orient itself); Feats: Track, Weapon Finesse[FONT="]B[/FONT]; CR: 1?)
Medium Beeskeeter(Hit Dice: 3d10+9(25hp)(stingers 2hp break DC14); Init: +3; Speed: 20 ft., fly 60 ft(good); AC: 14(+3 Dex, +1 natural) touch 13, flat-footed 11; Base Attack/Grapple: +3/+4(+12 attached, +16 transfixing if foe Small+, else +4 & +8)*; Attacks: Nose-sting +6 melee (1d6+1 plus 1d4 Con blood drain, sated by 15 Con) or tail-sting +6 melee (1d6+1 plus DC14 1d4/1d4 Str poison); Space/Reach: 5 ft./5 ft.(10 ft. with extra-long sting); Saves: Fort +6, Ref +6, Will +2; Abilities: Str 13, Dex 17, Con 17, Int 3, Wis 13, Cha 6; Skills: Listen +4, Spot +8, Survival +5* (+9 to track prey or orient itself); Feats: Alertness, Track, Weapon Finesse[FONT="]B[/FONT]; CR: 3?)
Large Beeskeeter(Hit Dice: 5d10+15(42hp)(stingers 4hp break DC16); Init: +3; Speed: 20 ft., fly 60 ft(good); AC: 14(-1 size, +3 Dex, +2 natural) touch 12, flat-footed 11; Base Attack/Grapple: +5/+12(+20 attached, +24 transfixing if foe Medium+, else +12 & +16)*; Attacks: Nose-sting +7 melee (1d8+3 plus 1d6 Con blood drain, sated by 25 Con) or tail-sting +7 melee (1d8+3 plus DC15 1d6/1d6 Str poison); Space/Reach: 10 ft./5 ft.(10 ft. with extra-long sting); Saves: Fort +7, Ref +7, Will +2; Abilities: Str 17, Dex 17, Con 17, Int 3, Wis 13, Cha 6; Skills: Listen +4, Spot +10, Survival +5* (+9 to track prey or orient itself); Feats: Alertness, Track, Weapon Finesse[FONT="]B[/FONT]; CR: 5?)
Huge Beeskeeter(Hit Dice: 9d10+36(85hp)(stingers 8hp break DC18); Init: +3; Speed: 20 ft., fly 60 ft(good); AC: 16(-2 size, +3 Dex, +5 natural) touch 11, flat-footed 13; Base Attack/Grapple: +9/+22(+22 attached, +26 transfixing, +30 & +34 if foe Large+)*; Attacks: Nose-sting +13 melee (2d6+5 plus 1d8 Con blood drain, sated by 40 Con) or tail-sting +13 melee (2d6+5 plus DC18 1d8/1d8 Str poison); Space/Reach: 15 ft./10 ft.(20 ft. with extra-long sting); Saves: Fort +10, Ref +9, Will +4; Abilities: Str 21, Dex 17, Con 19, Int 3, Wis 13, Cha 6; Skills: Listen +6, Spot +12, Survival +5* (+9 to track prey or orient itself); Feats: Alertness, Combat Reflexes, Track, Weapon Finesse[FONT="]B[/FONT], Weapon Focus (sting); CR: 7?)
Gargantuan Beeskeeter(Hit Dice: 17d10+ 68(161hp)(stingers 16hp break DC21); Init: +3; Speed: 20 ft., fly 60 ft(good); AC: 18(-4 size, +3 Dex, +9 natural) touch 9, flat-footed 15; Base Attack/Grapple: +17/+37(+37 attached, +41 transfixing, +45 & +49 if foe Huge+)*; Attacks: Nose-sting +22 melee (2d8+8 plus 1d10 Con blood drain, sated by 50 Con) or tail-sting +22 melee (2d8+8 plus DC22 1d10/1d10 Str poison); Space/Reach: 20 ft./15 ft.(30 ft. with extra-long sting); Saves: Fort +14, Ref +15, Will +8; Abilities: Str 27, Dex 17, Con 19, Int 3, Wis 13, Cha 6; Skills: Listen +8, Spot +16, Survival +7* (+11 to track prey or orient itself); Feats: Alertness, Combat Reflexes, Iron Will, Lightning Reflexes, Track, Weapon Finesse[FONT="]B[/FONT], Weapon Focus (sting); CR: 10?)
Colossal Beeskeeter(Hit Dice: 33d10+165(346hp)(stingers 32hp break DC 24); Init: +2; Speed: 20 ft., fly 60 ft(good); AC: 18(-8 size, +2 Dex, +14 natural) touch 4, flat-footed 16; Base Attack/Grapple: +33/+60(+60 attached, +64 transfixing, +72 & +76 if foe Gargantuan+)*; Attacks: Nose-sting +37 melee (2d10+11/19-20 plus 2d6 Con blood drain, sated by 60 Con) or tail-sting +37 melee (2d10+11/19-20 plus DC31 2d6/2d6 Str poison); Space/Reach: 40 ft./30 ft.(60 ft. with extra-long sting); Saves: Fort +23, Ref +26, Will +17; Abilities: Str 33, Dex 15, Con 21, Int 3, Wis 13, Cha 6; Skills: Listen +16, Spot +24, Survival +7*(+11 to track prey or orient itself); Feats: Alertness, Combat Reflexes, Damage Reduction (DR 3/–), Epic Reflexes, Epic Will, Great Constitution (×2), Improved Critical (sting), Iron Will, Lightning Reflexes, Track, Weapon Finesse[FONT="]B[/FONT], Weapon Focus (sting); CR: 18?)
A beeskeeter which is advanced to its maximum HD has the following stat-block:
Colossal Beeskeeter, Maximized(Hit Dice: 64d10+448(800hp)(stingers 32hp break DC 25); Init: +3; Speed: 20 ft., fly 60 ft(good); AC: 19(-8 size, +3 Dex, +14 natural) touch 5, flat-footed 16; Base Attack/Grapple: +64/+92(+92 attached, +96 transfixing, +100 & +104 if foe Gargantuan+)*; Attacks: Nose-sting +69 melee (4d6+12/19-20 plus 2d6 Con blood drain, sated by 60 Con) or tail-sting +69 melee (4d6+12/19-20 plus DC49 2d6/2d6 Str poison); Space/Reach: 40 ft./30 ft.(60 ft. with extra-long sting); Saves: Fort +45, Ref +43, Will +28; Abilities: Str 34, Dex 16, Con 24, Int 3, Wis 13, Cha 6; Skills: Listen +31, Spot +40, Survival +7*(+11 to track prey or orient itself); Feats: Alertness, Combat Reflexes, Damage Reduction (×4, DR 12/–), Epic Fortitude, Epic Reflexes, Epic Will, Great Constitution (×5), Great Dexterity, Great Strength, Improved Critical (sting), Improved Natural Attack (sting), Iron Will, Lightning Reflexes, Perfect Health, Track, Weapon FinesseB, Weapon Focus (sting); CR: 27?)
Feats: Weapon FinesseB, Track1, Alertness2, Weapon Focus (sting)3, Combat Reflexes4, Iron Will5, Lightning Reflexes6, Improved Critical (sting)7, Great Constitution8, Epic Will9, Great Constitution (×2)10, Epic Reflexes11, Damage Reduction (DR 3/–)12, Improved Natural Attack (sting)13, Epic Fortitude14, Great Strength15, Great Constitution(×3)16, Damage Reduction(×2, DR 6/–)17, Great Dexterity18, Great Constitution (×4)19, Damage Reduction(×3, DR 9/–)20, Great Constitution (×5)21, Damage Reduction (×4, DR 12/–)22
Skeeters
A skeeter is an unnaturally large magical relative of a mosquito. Skeeters are similar to beeskeeters, except they tote but one hip-purse and lack a bee's striped abdomen and tail-stings, nor any of the abilities associated with them. Use the same stats as beeskeeters, adjusted as follows:
Remove the tail-sting attack.
Note: Do not increase the strength bonus for nose-sting damage by 50%, despite this being the skeeter's sole attack.[This is just to make the statblock simpler, and it is in keeping with the stinger being equivalent to a light weapon.]
Remove the Poison and Transfix special attacks
Double the Con limit to the Blood Drain special attack. (so a small Skeeter can drain 14 Con)
Change Hip-Purses of Holding to Hip-Purse of Holding, with half the total carrying capacity, since skeeters only have one purse. Do not change the total number of scabbards, a skeeter's single hip-purse holds as many stingers as both of a beeskeeter's hip-purses (four regular & two extra-long stings).
Skeeters have no treasure, they do not make honey.
Challenge Rating becomes:
Tiny Skeeter: CR ¼
Small Skeeter: CR ½
Medium Skeeter: CR 2
Large Skeeter: CR 4
Huge Skeeter: CR 5
Gargantuan Skeeter: CR 8
Colossal Skeeter: CR 16
Colossal Skeeter, Maximized (64 HD): CR 24[/FONT]