GROAN Brutish notcturnal tree folk, with skin as thick as bark. AC 15, HP 30, ATK 2 greatclub +6 (2d6) or 1 rock (far) +6 (3d8), MV near, S +4, D -1, C +3, I -2, W -2, Ch -2, AL C, LV 6 Flammable. Take double damage from fire. Permanently turn into immobile dry trees if exposed to direct sunlight.
HONEYFUGGLE Man-sized flightless bees that take up residence in the civilizations of others through illusions and trickery. AC 13, HP 9, ATK 1 sting +3 (1d6) or charm, MV near, S +1, D +3, C +0, I +0, W +0, Ch +0, AL N, LV 2 Hallucinatory Scent. Enemies who breathe within double near, DC 10 CHA or perceive the honeyfuggle as a trusted member of their own species for 1d8 days.
Think Invasion of the Body Snatchers, but they just want to move into the empty farm next door and have a secret hive in the basement and just blend into the village. Basically a Shadowdark version of a cuckoo bee, but not quite as sinister.
I think it's OK for the mysterious creatures on the edge of the town to turn out to be good neighbors who just don't want to have to build their own communities.
Hallucinatory Pollen. Enemies who breathe within double near, DC 10 CHA or perceive the honeyfuggle as a trusted member of their own species for 1d8 days.
True. Do bees have pheremones? I know cuckoo bees disguise themselves with smell, but I'm not sure of the mechanism.
If possible, I'd rather avoid it just being magic, which isn't as interesting as it being something the player characters could deal with by wearing masks to prevent from breathing in the mechanism that causes everyone else to be charmed.
They do, particularly eusocial variations such as the honey bee. It's possibly also not beyond a sentient bee-like creature to intentionally cultivate plants with hallucinogenic pollen. And your game to design as you see fit.