Bar-Bees from the WombatOfDoom
Bar-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature that is Size Small or Bigger. Bar-Bees are barbed bees who can shoot flame, because apparently there's a wizard who believes Giant Bees aren't bad enough already.
Size and Type: Type becomes Magical Beast if it is currently Vermin, otherwise unchanged.
Hit Dice: Unchanged. If Type changes from Vermin to Magical Beast be sure to increase hit dice to d10's.
Speed: Unchanged.
Armor Class: Natural Armor Bonus to AC increases by +2.
Attacks: Unchanged. If Type changes from Vermin to Magical Beast be sure to raise BAB to being equal to HD.
Damage: Due to the barbs covering your body your natural attacks do +2 damage.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:
Bar-Bee-Que (Su): Bar-Bee's have a flaming breath weapon they can use every 1d4 rounds. Damage is 1d8, plus 1d8 per Size Category above Small, and affects all creatures within a 15 ft. Cone. Opponents get a Reflex Save for half damage.
Improved Grab (Ex): Bar-Bees can begin Grapples without provoking Attacks of Opportunity.
Impale (Ex): A Bar-Bee deals xd8+ one and a half times Str Modifier points of piercing damage to a grabbed opponent with a successful grapple check. X depends on size category: Small is 1d8, Medium is 2d8, Large is 3d8, etc.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Barbed Defense (Ex): Any creature striking a Bar-Bee with handheld weapons or natural weapons (or attempting a Grapple) takes 1d8+their own Str Modifier points of piercing and slashing damage from the bee’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Saves: Unchanged.
Abilities: Unchanged.
Skills: Unchanged. If Type changes from Vermin to Magical Beast be sure to add skills. Class Skills are Knowledge (Geography), Listen, Spot, Survival.
Feats: Unchanged. If Type changes from Vermin to Magical Beast be sure to add Feats.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +2
Treasure: Unchanged.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: +3
Bar-Bees"Here comes round 4."Even Worse Than Most Of My Puns"Giant Bees covered in spikes? That seems anticlimactic."
"You spoke too quickly, they're spitting fire.""I should learn to tempt fate less."
"We're taking a bit of a beating here."Arsonists For The Bee Cult"We can still win this. Dragonspawn are tough critters."
"WE WILL FEAST ON YOUR BONES!""It's not their toughness I'm worried about...""Are those Beholders!?!."
Boo-Bees from the WombatOfDoom
Boo-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature. Boo-Bees are ghostly bees. Bees who are really pissed off about their new, somewhat bosomy nicknames, Do not taunt happy fun bees.
Size and Type: Size us unchanged. Type becomes Undead with the Incorporeal Subtype.
Hit Dice: All current and future Hit Dice become D12's.
Speed: If you don't have Flight you gain a Fly speed equal to your base land speed (Perfect Maneuverability). If you have a Fly speed, maneuverability becomes Perfect.
Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus one other special attacks per 3 Hit Dice as described below. The save DC against a special attack is equal to 10 + ½ ghost’s HD + ghost’s Cha modifier unless otherwise noted.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Corrupting Sting (Su): The Boo-Bee can "sting" corporeal creatures, using it's Charisma Modifier in place of Str for attack and damage rolls. The Sting does 2d6 negative energy damage for a medium sized Boo-Bee (adjust up or down one or more steps if it's a different size), and if this attack kills anything that the Boo-Bee template can be applied to, that victim rises as a Boo-Bee within 1d4 days.
Psychic Venom (Su): Every 1d4 rounds the Boo-Bee can make a psychic attack on an opponent within 60 feet. It uses it's Charisma Modifier as a bonus to the attack roll. If it hits, the opponent takes 1d6 points of Ability Drain to any Ability Score of the Boo-Bees choice. If this attack is successful, the Boo-Bee heals 5 points of damage to itself.
Loathsome Buzz (Su): The Boo Bee constantly emits a horrible drone. This is a Mind-Affecting effect that requires it's target to be able to hear it. Any living creature who comes within 30 ft. of the Boo-Bee takes a -2 penalty on attack rolls, saves, ability checks, and skill checks (the Penalty increases to -6 for Concentration Checks). The Boo-Bee automatically fails all Move Silently Checks.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Soldier Bee (Ex): When defending your Hive, you gain a +4 Bonus to attack and damage rolls and a +4 Dodge Bonus to AC. Your Hive can be defined as a group of Boo-Bees, your grave, an actual hive, any member of a Hivemind if you possess one, etc.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
+4 Turn Resistance (Ex)
Undead Hive Mind: If the base creature had the Hive Mind or Advance Hive Mind abilities when alive, it retains them in death. It may only Hive Mind with it's creator, the creators other victims, and it's own victims. Living bees are no longer joined with them.
Saves: Unchanged.
Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Feats: Unchanged.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +2
Treasure: Unchanged.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: +5
Boo-Bees"Are Those ghost bees?"They Don't Find Their Given Name A Darn Bit Funny"They're really pulling out all the stops."
"That buzzing sound is almost painful.""THE THOLOI WILL RUE THIS DAY!""Jim, start looking for hidden doors."
"TASTE MY DEATH RAY!""This looks like one. ow did you know to look?."If You Think Regular Bees Are Scary..."Name a base of operations we've visited that hasn't had one?"
"Point taken.""Pop the torches and lets get the Hell out of here."
Bay-Bees inspired by Inuyasha
Bay-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature. Bay-Bees are Bees who dwell oceanside, and who have mastered the art of appearing to be humanoid infants for no good purposes. Presumably they thought "Hey, babies are defenseless, no one suspects babies." Of course then the Humanoids freak out when they see an abandoned baby and adopt it, leaving the Bay-Bee to figure a way out of it's mess. Some have begun using it as a means of infiltrating houses.
Size and Type: Size is Unchanged. If base Creature is Vermin it becomes a Magical Beast. It gains the Shapeshifter Subtype regardless.
Hit Dice: Unchanged, unless Type changes (then increase Hit Dice to d10's).
Speed: Gain a Swim speed equal to your base land speed (you fall in the ocean a lot when you're out knocking back Margaritas, you've had to learn from necessity.
Armor Class: Unchanged.
Attacks: Unchanged, unless Type changes (then increase BAB to being equal to it's Hit Dice).
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Mother of God, is That a Baby? (Ex): The Bay-Bee can take the form of a Humanoid infant at will, as per the Alternate Form ability.
Saves: +4 Cha, roll 3d6 for Int if the base creature used to be Vermin
Abilities: Unchanged.
Skills: Gains a +4 Racial Bonus to Bluff and Disguise skills. If Type changes from Vermin to Magical Beast be sure to add skills. Class Skills are Bluff, Disguise, Knowledge (Geography), Listen, Spot, Survival.
Feats: Unchanged. If Type changed to Magical Beast remember to add Feats.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +0
Treasure: Unchanged.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: +1
Bay-Bees"Oh look. Another Giant Bee. With a fishing pole..."They Live Down By The Beach"Good afternoon."
"Hey Dudes. We're totally normal oceanside bees dudes.""Another one who doesn't scream. I could get used to this."
"We totally never shapeshift into babies to ambush people and take their stuff man.""We...didn't ask about that..,"Just a Normal Baby"And it's none of our business. This 'Bee-Gurl' cult is."
"Oh, I'd leave them alone man."We have. They aren't returning the favor.""They want us out of the way for some reason."
"Sounds like you got bad karma man."Ray-Bees from Inuyasha
Ray-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature. Ray-Bees have acquired a unique and perilous disease that cause them to shoot light from their body at random intervals while slowly consuming them..
Size and Type: Type becomes Aberration.
Hit Dice: Unchanged.
Speed: Unchanged.
Armor Class: Unchanged.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following:
Raybies (Su): Ray-Bees are carriers of a nasty disease called Raybies which they spread via their natural attacks. Injury, Fortitude Save (Save DC is Con based), Incubation 2d6 weeks, Damage is 1 Con plus 1d3 Wis. The disease has alternate effects on bees or bee-like creatures though. They become rage filled engines of destruction. They become Mindless and attack anything within sight. Even other Ray-Bees. The Ray-Bee gains a +2 Bonus to attack and damage rolls, along with a +2 Resistance Bonus to their Saving Throws. They lose 1 point of Con per day until the disease is magically healed, eventually burning out and dying when their Con reaches 0. Worse, every 1d4 rounds they unleash a burst of energy from their body in the form of a ray doing 2d6 fire damage, plus another 2d6 for every Size Category above Medium. Range is 120 ft. Roll 1d4 to see which direction the ray goes, with 1 being the front of the square the creature occupies, and going clockwise for 2-4. It targets the nearest creature in that direction.
Special Qualities: Retains all Special Qualities of the Base Creature, except Hivemind or Advanced Hivemind
Saves: See Special Attacks.
Abilities: While raybid, double the usual Racial Bonuses to Str, Dex, and Con. For example if the Base Creature has a +4 Racial Str Bonus, it now becomes a +8. Minimum increase is +2. Int becomes -, if it isn't already. -2 Wis and Cha.
Skills: Unchanged.
Feats: Unchanged.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +2
Treasure: None.
Alignment: Always Chaotic Evil.
Advancement: N/A.
Level Adjustment: ---
Ray-Bees"It looks like we either join the fight, or risk a random teleport."A Horrible Disease"I recognize them! Those reptilians are Dragonspawn. We must be in a temple dedicated to Puddytat, the Dragon Gawd."
"Whats with the bees though?""See those flashes of light? They have a disease called raybies. Normally it just burns you up from the inside, but with bees it works a little differently."
"What have we stumbled into?"Mindless Killing Machines"It would seem the bee cult we were tipped off to is attempting to take out any rivals."
"So our options are get killed by bees, get killed by monsters, or randomly pop up somewhere else.""Random it is."
Beete-Noire inspired by Inuyasha
Beete-Noire is an Acquired Template that can be applied to any Bee or Bee-like Creature and a Non-Good alignment. Beete-Noire are bees who have mastered the evil art of cursing.
Size and Type: Size is unchanged. If Base Creature is Vermin, Type becomes Magical Beast.
Hit Dice: Unchanged, unless Type changes, then increase all current and future Hit Dice to d10's.
Speed: Unchanged.
Armor Class: Unchanged (but see below).
Attacks: Unchanged, but if Type changes, switch BAB to being equal to Hit Dice..
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:
Spells: The Beete-Noire can cast spells as a Sorcerer equal to it's Hit Dice, but may only choose spells from the Enchantment and Necromancy categories. If it takes levels in Sorcerer, those Levels stack for purposes of determining Caster Level.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Evil's Master (Su): It gains an Insight Bonus to AC and Saving Throws equal to it's Wisdom Modifier, but only against opponents who have failed a Save against their spells. This lasts for the duration of the spell (if the spell is Instantaneous it lasts until the end of the encounter, or until the curse is removed in the case of some Necromancy spells).
Spell Resistance: Gains SR equal to CR plus 11.
Saves: See above.
Abilities: +4 Cha. Roll 3d6 for Int if Base Creature was Vermin.
Skills: Permanently gains Knowledge (Arcane) and Spellcraft as Class Skills, with a +4 Racial Bonus in each. If you changed Type, Class Skills are Craft, Intimidate, Knowledge (Arcane), Listen, Spellcraft, Spot.
Feats: Unchanged. Remember to add Feats if your Type changes.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: CR is equal to (HD +2).
Treasure: Unchanged.
Alignment: Cannot be Good.
Advancement: Unchanged, but usually by Character Class.
Level Adjustment: ---
Beete-Noire"Look at those odd bees over there. The black ones."Evil Cult Enforcers"They seem to be casting spells."
"Time to start targeting them..""A little Fireball should do well."
"A good thing that spell has some range."Very Focused Casters"Sadly I can only do so many of them."
"No worries, the Arcaniss will take care of them.""What are those things charging over the hill?""They seem to be bees..."
Buzzuzu with thanks to Ben-zayb
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 20d8+160 (250)
Initiative: +12
Speed: 40 ft. (8 squares), Climb 40 ft., Fly 80 ft. (Good)
Armor Class: 42 (-1 Size, +8 Dex, +25 Natural), touch 17, flat-footed 34
Base Attack/Grapple: +20/+32
Attack: Bite +27 melee (4d6+8+2d6 acid plus disease)
Full Attack: Bite +27 melee (4d6+8+2d6 acid plus disease) and 4 Claws +27 melee (2d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Disease, Fear Aura, Improved Grab, Sting, Spell-Like Abilities
Special Qualities: DR 20/Epic and Silver, Darkvision 60 ft., Immunity to Fire and Poison, Energy Resistance 15 (Acid and Cold), Regenerate 5, See in Darkness, SR 33, Telepathy 100 ft., Hivemind, Advanced Hivemind, Disguise
Saves: Fort +20, Ref +22, Will +22
Abilities: Str 26, Dex 26, Con 26, Int 27, Wis 27, Cha 37
Skills: Balance +25, Bluff +31, Climb +25, Concentration +25, Diplomacy +32, Disguise +31 (+33 acting, +41 to disguise self as a Fiend), Gather Information +31, Hide +25, Intimidate +32, Knowledge (Arcana, the Planes, Religion) +30, Listen +30, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +28, Spot +30, Survival +25 (+27 tracking or on other Planes)
Feats: Cleave, Improved Initiative, Improved Multiattack, Iron Will, Lightning Reflexes, Multiattack, Power Attack
Environment: Any, but generally hangs out around Gehenna, the Nine Hells or the Abyss
Organization: Unique
Challenge Rating: 22
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: 21+ HD (Large)
Level Adjustment: ---
Buzzuzu is Beelzebub's chief lieutenant and sidekick. A former Pit Fiend, he now looks like an unholy amalgamation of fly and bee. Beyond being a spy, Buzzuzu is also a political agitator among the lower planes, and an evangelist as well. He often impersonates higher ranking Fiends, so long as one capable of seeing through his disguise isn't available.
Poison (Ex): Injury, Fortitude DC 28, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based. Buzzuzu has the option of applying one of the following Templates if the victim is of the appropriate type: Bee-Blooded, Bee-Damned, Bee-Shadowed, Cam-Bee-On, or Zombee.
Disease (Ex): A creature struck by Buzzuzu’s bite attack must succeed on a DC 28 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based. It also takes an additional +2d6 acid damage.
Fear Aura (Su): Buzzuzu can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a Fear spell (caster level 20th). A creature that successfully saves cannot be affected again by the Buzzuzu’s aura for 24 hours. Cam-Bee-On's are immune to the aura. Save DC is Cha based.
Improved Grab (Ex): Buzzuzu can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Sting.
Sting (Su): If Buzzuzu makes a successful Grapple Check he stings his opponent for 4d6+8 damage plus poison.
Spell-Like Abilities (Sp): At Will: Blasphemy, Beegone!, Stinger, Dominate Monster, Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Invisibility, Magic Circle Against Good, Persistent Image, Screen, Unholy Aura. 3/Day: Summon Bee VIII. 1/Day: Gate. 1/Year: Wish.
Hivemind (Ex): All Cam-Bee-On's within 50 miles of Buzzuzu are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cam-Bee-On in a group is considered flanked unless all of them are (this applies to Buzzuzu as well).
Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.
Disguise (Su): Buzzuzu can appear to be any Evil Outsider of Large Size whose CR is equal to or less than is. He gains a +8 Competence Bonus on Disguise Checks to appear as another fiend. In addition, spells that would reveal his Alignment or whether or not he is telling the truth require an opposed Level Check (both sides roll 1d20 +1/2 HD plus Cha Modifier). If the opponent fails the Check, Buzzuzu appears to be an Alignment of his choice, and to be truthful.
Combat: Buzzuzu prefers to avoid open combat. He generally uses Disguise or Invisibility to feel things out before opening with Blasphemy (or fleeing via Greater Teleport). Once he has used Blasphemy he tends to keep distance between himself and others via flight while summoning help. Appropriate individuals will be Grappled and stung so he can control them via applying some sort of template to them.
Buzzuzu"Greetings! I am the mighty Buzzuzu! I hear you've been giving my masters mortal cult a bit of trouble."Former Pit Fiend"You know what I'm carrying right?"
"Fear not Harlan! I am here to send you to the mortal realm on a quest of great importance!""Why would we work for you?"
"Because my cult leader has gotten too big of an ego after finding one of the Living Artifacts of the Old Gawds. Se thinks she no longer needs me to take over the world, and that she is fulfilling prophecy.""Is she?"Slightly More Than A Pit Fiend"I...don't know.""I'll give you 5 minutes to explain."
"And someone explain to me what a living Artifact is."Bee-Dazzlers inspired by Debihuman!
Bee-Dazzlers is an Acquired Template that can be applied to any Bee or Bee-like Creature. Bee-Dazzlers are bees who have mastered the art of the disco boogie, and they use light effects to combat their enemies.
Size and Type: Size is unchanged. If Base Creature began as a Vermin, Type becomes Magical Beast.
Hit Dice: Unchanged, unless Type changes (then increase Hit Dice to d10's).
Speed: Unchanged.
Armor Class: Bee-Dazzlers gain a Deflection Bonus to AC equal to their Cha Modifier (minimum +1). Their brightness makes them difficult to look at.
Attacks: Unchanged, unless Type changes (then increase BAB to being equal to Hit Dice).
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:
Spell-Like Abilities (Sp): Exact number and type of abilities depend on the base creatures Hit Dice. 1-2: City Lights 3/Day, 3-4: Daylight 1/Day, 5-6: Blistering Radiance 1/Day, 7-8: Righteous Aura 3/Day, 9-10: Rainbow Blast 1/Day, 11-12: Radiant Assault, 13-14: Sunburst 3/Day and Radiance 1/Day, 15-16: Rejuvenating Light, 17-18: Magius's Light of Truth 1/day, 19-20: May now use Magius's Light of Truth 2/Day.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Glare Vision (Ex): Immune to being Dazzled or Blinded or having their vision impaired by effects created via bright light.
Energy Resistance 10 (Sonic)
Spell Resistance (Ex): SR equals 15+CR, but only vs spells on the Bard spell list, or that have the Light or Sound descriptors.
Saves: Unchanged.
Abilities: +4 Cha. Roll 3d6 for Int if Type changes.
Skills: Perform (Dance, Sing) are always Class Skills. If Type changes from Vermin to Magical Beast be sure to add skills. Class Skills are Knowledge (Geography), Listen, Perform, Spot, Survival.
Feats: Unchanged, but if Type changed to Magical Beast remember to add Feats.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: HD 4 or less, as base creature +2; HD 5 to 10, as base creature +3; HD 11 or more, as base creature +4.
Treasure: Unchanged.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: +3, +1 for every 3 Hit Dice past 4.
City Lights2nd Level EvocationCasting Time: 1 Action
Range: Self (60 foot radius)
Components: V, S, M (pinch of tinder)
Duration: Instantaneous
As you cast this spell, any light source within it's range flickers out before you unleash a bright flash of light in the same radius. All targets within the area of effect must make a Constitution Save or be Blinded until the end of your next turn.
Blistering Radiance4th Level EvocationCasting Time: 1 Action
Range: 300 feet (50 foot radius)
Components: V, S, M (pinch of tinder and a small lens)
Duration: Concentration, up to 1 Minute
You conjure a large ball of burning light. All targets within the spells area of effect must make a Dexterity saving throw. On a failed save, the target 4d6 Fire damage, with half damage if the Saving Throw is successful. As a bonus action on your turn, you can move the sphere up to 600 feet and repeat the attack against any creature it becomes adjacent to, or passes over..
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you increase the damage by +1d6 for every slot level above 4th.
Rainbow Blast3rd Level EvocationCasting Time: 1 Action
Range: Self (120 foot Line)
Components: V, S, M (gem worth 50+ GP)
Duration: Instantaneous
You unleash a multicolored blast that does 1d6 damage each to anything in it's area of effect: Acid, Cold, Fire, Lightning, Thunder
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you raise the damage dice one step per 2 slots level above 3rd. I.e. as a 5th Level spell slot, it does 1d8 damage of each type. As a 7th Level spell it does 1d10 per die, as a 9th Level slot it maxes out at d12's.
Radiant Assault7th Level EvocationCasting Time: 1 Action
Range: 300 feet (20 foot radius)
Components: V, S
Duration: Instantaneous
You unleash a kaleidoscopic burst or light doing 10d6 Radiant damage, and forcinf all creatures within the area of effect to make a Constitution Saving Throw or be Incapacitated until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases +1d6 per slot level above 7th.
Radiance5th Level EvocationCasting Time: 1 Action
Range: Self (60 foot radius)
Components: V, S
Duration: Concentration, up to 1 Minute
Your body gives off a shining light the equivalent of a Daylight spell. Undead within this area have disadvantage on ability checks and attack rolls while within the spells area of effect.
Rejuvenating Light7th Level ConjurationCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 Minutes
An object you touch sheds light like a Daylight spell. All living creatures within the spells area heal 1d6 hit points per round as long as they remain within the spells area of effect. Undead in the spells area take 1d6 Radiant damage per round.
Magius' Light of Truth9th Level EvocationCasting Time: 1 Action
Range: Self (120 foot cone)
Components: V, S
Duration: Instantaneous
You unleash a cone of light that requires any creature within it's area of effect to make a Charisma Saving Throw. Those who fail suffer the effects of a Divine Word spell, in addition to taking 20d6 Radiant damage.
Bee-Dazzlers"Sweet Jebus..."Boogie Nation!"That's a lot of rhinestones."
"GET DOWN WITH THE BOOGIE!""And just like that, we're right back to the screaming."
"One does not boogie quietly.""So you're a musical bee cult?"eware The Secret Of The Disco Ball"Do you know anything about the Bee Gurls?"
"I know they're bad news.""We kind of got that when they sent the first giant monster to kill us.""The first of several"
"You should get giant monsters of your own man!"Fur-Bees Tiny Outsider (Native)
Hit Dice: 3d8+3 (16 hp)
Initiative: +7
Speed: 10 ft. (2 squares), Fly 40 ft. (Good)
Armor Class: 20 (+2 Size, +3 Dex, +5 Natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/-6
Attack: Sting +8 melee (1d4-1 plus poison)
Full Attack: Sting +8 melee (1d4-1 plus poison)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison, Spell-Like Abilities
Special Qualities: Just a Toy, DR 5/-, Darkvision 60 ft., Immunity to Poison, Telepathy 100 ft.
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 12, Int 12, Wis 12, Cha 12
Skills: Bluff +7, Diplomacy +7, Gather Information +7, Hide +13, Knowledge (any 2) +7, Move Silently +7, Search +7, Spellcraft +7, Spot +7
Feats: Improved Initiative, Weapon Finesse
Environment: Any
Organization: Usually Solitary
Challenge Rating: 2
Treasure: None
Alignment: Virtually any
Advancement: 4-6 HD (Tiny)
Level Adjustment: ---
Fur-Bees are fluffy, adorable Bumble-Bee like critters the size of cats. Their origin is unknown, but somewhere they came up with the idea of studying magic to hide among civilization as children's toys. What few people know of the Fur-Bees existence likely had one as a plushie as a child. Their Alignment varies as wildly as most humans do, and they can be either wise advisers to troubled children or cruel monsters.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d4 Str, secondary damage 2d4 Str. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities (Sp): At Will: Charm Person, Detect Magic, Invisibility. 1/Day: Suggestion. 1/Week: Sending
Just a Toy (Su): At will as a Swift Action the Fur-Bee can appear as a simple plush toy version of itself. The perfect disguise unless you know about Fur-Bees.
Combat: Fur-Bees generally avoid combat, unless they have been found out or need to defend their young charge. Then they sting, and use Invisibility while to stall while their venom does it's work.
Fur-Bees"Perhaps they have a mage or psion nearby."Pay Me No Mind"We would have picked up on that by now."
"A hivemind?""Possible. We might not have picked that up."
"Do we have any telepaths? They might be able to pick that up."Always Watching"Wait...what is that?"
"That's my sons plushie toy.""Harlan?""That's no plushie! That's a Fur-Bee! Grab it!"
"Damn you Harlan Jurgenson!"