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Hellwasp Swarm

This hideous, buzzing cloud of insects is comprised of black and yellow wasps with hungry red eyes.

Hellwasp Swarm CR 8

XP 4,800 each
LE Diminutive vermin (extraplanar, swarm)
Init +10; Senses darkvision 60 ft.; Perception +4


AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 90 (12d8+36)
Fort +10, Ref +10, Will +7
DR 10/good; Immune swarm traits, weapon damage; Resist fire 10


Speed 5 ft., fly 40 ft. (good)
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 18), inhabit


Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Base Atk +9; CMB +11; CMD 16 (can't be tripped)
Feats Ability Focus (poison), Dodge, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Fly +25, Perception +4, Stealth +24
Languages Infernal


Inhabit (Ex)

A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting a body requires 1 minute, and the victim must be Small, Medium, or Large. The swarm can abandon the body at any time as a full-round action. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm's DR, resistances, and immunities may negate some or all of this damage. When a hellwasp swarm inhabits a dead body, it effectively transforms the corpse into a zombie of the appropriate size under the swarm's control. If a hellwasp 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. Hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour.

A hellwasp-inhabited creature is easy to spot, since its skin crawls with the forms of the insects inside. A swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.

Poison (Ex)

Swarm—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex*; cure 2 consecutive saves. 

Editor's Note
The source material does not specify ability damage or drain. The version editors previously converted specified it to be ability damage. GMs are encouraged to use damage not drain until official errata or clarification is made by Paizo.