Fiendish Giant Wasp CR 4
Always LE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft.; Listen +1, Spot +9
Languages —
AC 14 (−1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
hp 5d8+10 (32 hp); DR 5/magic
Fort Ref Will
Speed 20 ft. (4 squares), fly 60 ft. (good)
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +11
Melee sting ( plus poison)
Attack Options Poison, Smite good
SQ vermin traits, resistance to cold 5 and fire 5, SR 10
Abilities Str 18, Dex 12, Con 14, Int 3, Wis 13, Cha 11
Feats —
Skills Spot +9, Survival +1*
Advancement 6–8 HD (Large); 9–15 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary, swarm (2–5), or nest (11–20)
Treasure None
Summon Monster: Summon Monster IV
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +5 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Skills: Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Giant wasps attack when hungry or threatened, stinging their prey and then flying away.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster IV.