Neutral Man-sized Monster (animal, insect) (4-ft long)
FREQUENCY: Rare
NO. APPEARING: 1d10
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 6
MOVE: 9" — fly 30" (Class D, 7/3 hp)
HIT DICE: 3 + 1 (hp 16)
% IN LAIR: 20%
TREASURE TYPE: nil
THAC0: 16
MELEE: sting (1d3 plus poison)
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +16%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 150 + 4 per hp)
Neutral Man-sized Monster (animal, insect) (4-ft. long)
FREQUENCY: Very Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 5
MOVE: 12" — fly 30" (Class C, 12/6 hp)
HIT DICE: 4 + 2 (hp 26)
% IN LAIR: 90%
TREASURE TYPE: nil
THAC0: 15
MELEE: sting (1d4 plus poison)
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +22%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: IV (200 + 4 per hp)
Neutral Large Monster (animal, insect) (6-ft long)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 5
MOVE: 6" — fly 24" (Class E, 25/12 hp)
HIT DICE: 6 + 4 (hp 51)
% IN LAIR: 10%
TREASURE TYPE: nil
THAC0: 13
MELEE: sting (1d6 plus poison)
SPECIAL ATTACKS: poison - Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +34%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: V (400 + 8 per hp)
Neutral Large Monster (animal, insect) (6-ft long)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 5
MOVE: 6" — fly 24" (Class E, 41/20 hp)
HIT DICE: 8 + 6 (hp 84)
% IN LAIR: 100%
TREASURE TYPE: nil
THAC0: 12
MELEE: sting (1d8 plus poison)
SPECIAL ATTACKS: poison; Hits As: +3
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +46%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VI (800 + 8 per hp)
All forms of giant bees are similar to their ordinary small counterparts. Honeybees have hives; bumblebees have nests.
If encountered in their lair the hive will contain 20 times the workers shown by die roll and 3-12 soldiers. There will be 7-12 giant bumblebees in a burrow or nest. Hives will have a noncombatant queen and 2-5 noncombatant drones. Nests will have a combative queen of 8+6 hit dice doing 1-8 points damage per sting.
Poison is normal for workers and stronger for soldiers and bumblebees (-1 to save). A queen bumblebee's poison is -2 for saves.
Successful save vs. Poison will inflict an additional 2-8 points damage. Failure will cause an additional 5-20 + 1 for soldiers and bumblebees and +2 for queen bees.
Honey in hives or nests is of proportional quantities. Bee "bread" is excellent food and equal to iron rations. "Royal jelly," found only 20% of the time, is equal to 2-5 potions of extra-healing with a side effect of cure disease for each. It also can be made into sufficient unguent to treat aging.
The unguent preserves a youthful look for up to 1 year and 2-5 such preparations can be made from royal jelly. Charisma will remain unaffected by age when the unguent is used continually without interruption.
It is greatly prized by rich and noble women, and each unguent jar commands from 3,000-8,000 gp on the open market.
Neutral Small Insect (swarm); (5-ft. diameter)
FREQUENCY: Uncommon
NO. APPEARING: 2-8
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: N/A
MOVE: fly 9" (Class A)
HIT DICE: 3 (hp 13)
% IN LAIR: 70%
TREASURE TYPE: nil
THAC0: N/A
MELEE: swarm (1d3-1) plus distraction
SPECIAL ATTACKS: distraction; Hits As: normal
SPECIAL DEFENSES: swarm
WEAKNESS: swarm
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14; Petrify 15; Wand 16; Breath 17; Spell 17
LEVEL: III (XP 150 + 4 per hp)
Distraction. A creature subject to a swarm attack must make a save vs. Breath or be distracted (dazed) while taking damage.
Swarm. A swarm is made up of many of these tiny creatures. All inside the swarm without some form of damage resistance take damage automatically and must save versus distraction. The swarm is immune to weapon damage of any kind. All energy attacks or area attacks do double damage and offer the swarm no saving throw.