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    Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Vermin‎ > ‎Bees and Wasps‎ > ‎

    Yellowjacket, Giant

    The massive winged insect has a pattern of black and yellow markings on its body and a wicked-looking stinger at the tip of its thorax.

    Giant Yellowjacket CR 4

    XP 1,200
    N Large vermin
    Init +1; Senses darkvision 60 ft.; Perception +9

    DEFENSE

    AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
    hp 39 (6d8+12)
    Fort +7, Ref +3, Will +3
    Immune mind-affecting effects, vermin traits

    OFFENSE

    Speed 20 ft., fly 60 ft. (good)
    Melee bite +7 (1d3+4) or sting +7 (1d4+4 plus poison)
    Space 10 ft.; Reach 5 ft.

    TACTICS

    Giant yellowjackets attack by biting their foes. Though it has a poisonous stinger, it usually conducts combat with its bite attack, unless threatened by or confronting a particularly powerful opponent. In such cases, the giant yellowjacket brings its stinger to bear and repeatedly stings its foes until they are dead. If attacked, a giant yellowjacket releases a pheromone that agitates all others of its kind, making them deadlier and more aggressive.

    STATISTICS

    Str 18, Dex 12, Con 14, Int --, Wis 13, Cha 11
    Base Atk +4; CMB +9; CMD 20 (28 vs. trip)
    Skills Fly +3, Perception +9, Survival +5; Racial Modifiers +8 Perception, +4 Survival
    SQ pheromone

    SPECIAL ABILITIES

    Pheromone (Ex)

    The first time a creature successfully hits a giant yellowjacket it releases a fear pheromone that heightens the aggressiveness of all other giant yellowjackets within 50 feet. All affected giant yellowjackets receive a +1 morale bonus to attack rolls for the remainder of the encounter and fight without penalty even while disabled or dying.

    Poison (Ex)

    Sting--injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based.