Beewere Inspired by Eldan and Rater202
Fine Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 5 ft. (1 square), Fly 20 ft. (Average)
Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Sting +11 melee (1 point plus poison)
Full Attack: Sting +11 melee (1 point plus poison)
Space/Reach: 0 ft./0 ft.
Special Attacks: Poison, Beewere's Curse
Special Qualities: Darkvision 60 ft., Low Light Vision, Alternate Form, Human Empathy, Scent, DR 10/Silver, Hivemind
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 1, Dex 14, Con 12, Int 8, Wis 12, Cha 9
Skills: Knowledge (Geography, Nature)+1, Spot +5, Survival +5
Feats: Weapon Finesse
Environment: Temperate Plains
Organization: Solitary, buzz (2-5), or hive (11-20)
Challenge Rating: 1
Treasure: No coins; ¼ goods (honey only); no items
Alignment: Usually Neutral
Advancement: 2 HD (Diminutive)
Level Adjustment: ---
Beeweres are bees who can assume human form, and who wish to free their brethren from the yoke of human tyranny. They expect to accomplish this by converting humans to were-bees and submitting them to bee tyranny.
Poison (Su): Injury, DC 11 Fort Save, Initial damage is 1d6 Dex, Secondary damage is Paralyzed for 1 Minute.
Beewere's Curse (Su): Any Humanoid hit by a Beewere’s sting attack in bee form must succeed on a DC 15 Fortitude save or contract beecanthropy.
Alternate Form (Su): A Beewere can assume the form of any Small or Medium Humanoid.
Human Empathy (Ex): Beewere's gain a +4 Racial Bonus to all Charisma based Checks against Humanoids (and can speak Common in Bee Form).
Hivemind (Ex): All Beeweres within 50 miles of their queen 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 Beewere in a group is considered flanked unless all of them are. Beecanthrope victims are a part of the Werebee Hivemind.
Skills: +4 Racial Bonus to Spot and Survival Checks.
Combat: Beeweres generally try to sting opponents in the hopes of paralyzing them so the rest of the hive can sting them till their immune system submits to the rightful rule of beecanthropy.
Beewere"Why is there a swarm of bees at one seat at the table?"Bees What Become Humans"Perhaps they're a Hivemind."
"WE ARE THE BEEWERES! WE FIGHT FOR THE BETTERMENT OF ALL BEEKIND!.""That sounds reasonable. Nature depends on their pollination."
"DEATH TO THE HUMANS!""There it is..."Hellbent On Converting The Humanoids"This will make for an interesting conversation."
"WOULD YOU LIKE TO BECOME ONE WITH US?""We're being chased by a cult for unknown cult you know.""It might make you more of a target if we joined."
"PERHAPS OUR RECENT CONVERT CAN PERSUADE YOU."BeecanthropeBeecanthrope is an Acquired Template that can be added to any humanoid (referred to as the base creature). Beecanthropy as an affliction works exactly as the lycanthropy affliction does. Beecanthropy can be cured in the same way as lycanthropy. Yesterday you were a poor farmer wondering how to avoid taxes. Now your a quivering, nervous man who moves in quick, spasmodic jerks while running up to people and buzzing at them.
Size and Type: Type is unchanged, but the base creature gains a Shapechanger Subtype. Size in Bee Form is Fine, Size in Hybrid Form is Small.
Hit Dice: Unchanged.
Speed: Gains a Fly Speed equal to 20 feet (Good) in Hybrid Form, and in Bee Form. Land speed drops to 5 ft. in Bee Form.
Armor Class: The base creature's natural armor bonus increases by +2 in all forms
Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Kitten forms). In Bee and Hybrid Forms the Beecanthrope gains a Primary Sting attack.
Damage: Stinger does 1 point plus Str Modifier in Bee Form, and 1d3 plus Str Modifier in Hybrid Form. Opponents successfully damaged by the sting also risk poison (see below).
Special Attacks: Retains the Special Attacks of the Base Creature, plus gains the following:
Curse of Beecanthropy (Su): Any Humanoid hit by a Beecanthrope’s sting attack in Bee or Hybrid form must succeed on a DC 15 Fortitude save or contract beecanthropy.
Poison (Ex): Injury, Fort Save (Save DC is Con based), Initial damage is 1d6 Dex, Secondary damage is Paralyzed for 1 Minute.
Special Qualities: Retains the Special Qualities of the Base Creature, plus gains the following:
Alternate Form (Su): A beecanthrope can assume the form of a bee. Changing to or from animal or hybrid form is a standard action. A slain beecanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted beecanthropes find this ability difficult to control, but natural beecanthropes have full control over this power.
Damage Reduction (Ex): Gains DR 10/Silver in Bee and Hybrid forms.
Darkvision (Ex): Gains Darkvision 60 ft.
Hive Mind (Ex): All Beecanthropes within 50 miles of their creatorare 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 Beecanthropes in a group is considered flanked unless all of them are. Beewere's are also a part of the Werebee Hivemind.
Drone (Ex): Beecanthropes automatically obey the commands of any Beewere as though they were under the effect of a Dominate Monster spell.
Saves: Gains +2 Racial Bonus to Fort and Ref Saves.
Abilities: +2 Wis, -2 Int. In Bee Form it also has -10 Str (3 minimum), +4 Dex, +2 Con. In Hybrid Form it has -4 Str, +4 Dex, +2 Con.
Skills: Gains a +4 Racial Bonus to Spot and Survival Checks in Bee and Hybrid forms.
Feats: Gains Weapon Finesse as a Bonus Feat unless it already has it.
Environment: Temperate Plains
Organization: Solitary if scouting, but has usually joined a Beewere hive
Challenge Rating: +1
Treasure: Unchanged.
Alignment: Neutral.
Advancement: Unchanged.
Level Adjustment: +2
Jimmy Joe (Humanoid Form) (Commoner 3/Beecanthrope)
Medium Humanoid (Shapechanger)
Hit Dice: 3d4+9 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Club +4 melee (1d6+2)
Full Attack: Club +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Alternate Form, Darkvision 60 ft., Hivemind, Drone
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 15, Dex 10, Con 14, Int 6, Wis 15, Cha 12
Skills: Climb +3, Craft (Woodworking) +1, Handle Animal +2, Profession (Beekeeper, Farmer) +5, Search +2, Spot +6, Use Rope +2
Feats: Hover, Toughness, Weapon Focus (Club), Weapon Finesse (B)
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +2
Jimmy Joe (Hybrid Form) (Commoner 3/Beecanthrope)
Small Humanoid (Shapechanger)
Hit Dice: 3d4+12 (19 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Fly 20 ft. (Good)
Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Club +4 melee (1d6) or Sting +4 melee (1d3 plus Poison)
Full Attack: Club +4 melee (1d6) or Sting +4 melee (1d3 plus Poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of Beecanthropy, Poison
Special Qualities: Alternate Form, Darkvision 60 ft., Hivemind, Drone, DR 10/Silver
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 11, Dex 14, Con 16, Int 6, Wis 15, Cha 12
Skills: Climb +1, Craft (Woodworking) +1, Handle Animal +2, Profession (Beekeeper, Farmer) +5, Search +2, Spot +6, Use Rope +4
Feats: Hover, Toughness, Weapon Focus (Club), Weapon Finesse (B)
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +2
Jimmy Joe (Bee Form) (Commoner 3/Beecanthrope)
Fine Humanoid (Shapechanger)
Hit Dice: 3d4+12 (19 hp)
Initiative: +2
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 22 (+8 Size, +2 Dex, +2 Natural), touch 20, flat-footed 20
Base Attack/Grapple: +1/-18
Attack: Sting +11 melee (1 point plus Poison)
Full Attack: Sting +11 melee (1 point plus Poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Curse of Beecanthropy, Poison
Special Qualities: Alternate Form, Darkvision 60 ft., Hivemind, Drone, DR 10/Silver
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 5, Dex 14, Con 16, Int 6, Wis 15, Cha 12
Skills: Climb +0, Craft (Woodworking) +1, Handle Animal +2, Profession (Beekeeper, Farmer) +5, Search +2, Spot +6, Use Rope +4
Feats: Hover, Toughness, Weapon Focus (Club), Weapon Finesse (B)
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +2
Beecanthrope"It's not a matter of persuasion.."Humans What Become Bees"It's more about not getting ..."
"I'M A BEE! AHAHAHA!!""That bodes well..."
"BUZZZZZZ!""Sir, you aren't the greatest salesman for your organization."Highly Confused Individuals"Sir, are you well?"
"I SUCK POLLEN OUT OF FLOWERS!""Are you sure you don't mean nectar?""Well, we have other cults to meet..."
"TAKE ME WITH YOU!"Beerly Bee-Loved inspired by Debihuman
Beerly Bee-Loved is an Acquired Template that can be applied to any Bee or bee-like creature that has become addicted to Bee-r, and that has an Int of 3 or higher. As such they become sloppy drunks who constantly bemoan their lack of romantic possibilities. They also get 'huggy'.
Size and Type: Becomes Magical Beast if Base Creature is Vermin, otherwise unchanged.
Hit Dice: Unchanged.
Speed: Unchanged.
Armor Class: Base Creature gains a Luck Bonus to AC equal to it's Con Modifier (minimum +1). The Gawds watch out for drunks.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:
Affectionate Nature (Ex): Beerly Bee-Loved often lose their cool when jonesing for some Bee-r, and as a result they become a little weepy and apologetic when drunk. They also become overly affectionate, and melancholy about their lonely lives as brewers. When intoxicated Beerly Bee-Loved can begin a Grapple Check without provoking an Attack of Opportunity. They also gain a +2 Bonus to Initiative rolls.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Bee-r Brewing (Su): Beerly Bee-Loved can brew Bee-r, a magical mead-like liquor whose rules will be forthcoming. Despite it being a magical item, the Beerly Bee-Loved do not need Craft Feats to make it, nor do they need to be spellcasters. They still pay the cost in GP as per usual (but not the XP cost).
Bee-r Addiction (Ex): Beerly Bee-Loved are quite addicted to Bee-r, and their addiction rating is High (see page 41 of the Book of Vile Darkness). Fortunately this also renders them immune to being addicted to any other substance.
Saves: Gains a Luck Bonus to Saving Throws equal to it's Con Modifier (minimum +1).
Abilities: -2 Wis. If you changed Type, roll 3d6 for Int.
Skills: Gains Craft (Brewing) and Profession (Alemaker, Beekeeper) as Class Skills (along with a +4 Racial Bonus to each). If Base Creature was Vermin, Class Skills are Craft (Brewing), Listen, Profession (Alemaker, Beekeeper), Spot, Survival.
Feats: Unchanged. Remember to add Feats if you changed Type.
Environment: Unchanged, but often found in taverns.
Organization: Unchanged.
Challenge Rating: +1
Treasure: Usually consists of honey and alcohol.
Alignment: Usually Chaotic, with the secondary part of their alignment split fairly evenly.
Advancement: Unchanged.
Level Adjustment: ---
Busy Bees also inspired by Debihuman
Busy Bee is an Acquired Template that can be applied to any Bee or bee-like creature. Busy Bees become pretty darn hyper, but very mono-maniacally single-minded. They are usually converts of The Hive, and used as it's servants.
Size and Type: Becomes Magical Beast if Base Creature is Vermin, otherwise unchanged.
Hit Dice: Unchanged, unless Type changes (then increase Hit Dice to d10's).
Speed: Unchanged (but see Special attacks).
Armor Class: Unchanged.
Attacks: Unchanged, unless Type changes (then BAB becomes equal to Hit Dice).
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:
Fast Worker (Su): Busy Bees permanently have the benefits of the Haste spell.
Special Qualities: Retains all Special Qualities of the base creature, plus gains the following (if it doesn't have it already):
Hivemind (Ex): All Busy Bees within 50 miles of their queen 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 Busy Bee in a group is considered flanked unless all of them are.
Saves: Unchanged.
Abilities: +4 Con, -4 Cha. If Base Creature was Vermin, gain +4 Int.
Skills: Gains a +4 Racial Bonus to Craft and Profession Checks, and both skills are now considered Class Skills. If you changed Type, Class Skills are Craft, Listen, Profession, Spot, Survival.
Feats: Gains Endurance and Diehard as Bonus Feats. Remember to add Feats if you changed Type.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +1
Treasure: Double Standard.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: ---
Busy Bees"Good evening...sir?"Acolytes of The Hive"Jim, why are you talking to a Giant Bee?"
"DO YOU HAVE A MOMENT TO TALK ABOUT YOUR SAVIORS, THE HIVE?""Do none of you use an inside voice?"
"WHEN ONE IS AMONG THOUSANDS, YOU LEARN TO MAKE YOURSELF HEARD!""What is the Hive?"Obsessed With Being Cogs In The Machine"Jim, don't..."
*40 minutes of expository dialogue*"Thank you for being so...exacting.""Well, nice to have met you."
"REMEMBER OUR OFFER!"Bee-Headed inspired by Nrdman
Bee-Headed is an Acquired Template that can be applied to any Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Undead or Vermin. Base Creature must be Small or Medium. Most people don't see the point in going to the trouble to sew giant, severed bee's heads to corpses, but Bee-Headed crafters swear by the superior quality of their work.
Size and Type: Size is unchanged, Type becomes Undead if it isn't already.
Hit Dice: All current and future Hit Dice become D12's.
Speed: All movement speeds decrease by 5 ft (to a minimum of 5 ft).
Armor Class: Natural Armor Bonus increases by +2.
Attacks: Gains a Primary Bite Attack and 2 Secondary Slam attacks if it has no natural attacks. Loses any natural attacks based on the previous non-bee head.
Damage: Bite does 1d6 plus Str Modifier for Medium (1d4 for Small), and Slams do 1d3 plus half Str Modifier (still 1d3 for small).
Special Attacks: Base Creature loses all abilities from class levels, but retains any Extraordinary Racial Abilities (unless they are somehow tied to the original head), plus gains the following:
Defender of the Hive (Ex): Bee-Heads can be directed to defend a specific property, which they think of as their beehive. They are quite rabid in it's defense, and gain a +2 Insight Bonus to attack and damage rolls and Armor Class while defending it.
Special Qualities: Base Creature loses all abilities from class levels, but retains any Extraordinary Racial Abilities (unless they are somehow tied to the original head), plus gains the following:
Damage Reduction (Ex): Dr 5/Slashing
Hive Mind (Ex): While normally immune to Mind-Affecting effects, Bee-Heads can be the beneficiaries of spells from the Bee Magic list, and they can join Advanced Hive Minds. All Bee-Heads within 50 miles of their creator 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 Bee-Head in a group is considered flanked unless all of them are.
Saves: Unchanged.
Abilities: +2 Str, +2 Wis, -2 Dex, -2 Cha. Int and Con become - (if they aren't already).
Skills: +4 Racial Bonus to Spot Checks.
Feats: Unchanged.
Environment: Unchanged.
Organization: Usually part of some sort of necromantic hivemind. Can be anywhere from a few to hundreds depending on their success.
Challenge Rating: +1
Treasure: None.
Alignment: Always Lawful Evil.
Advancement: Unchanged.
Level Adjustment: ---
Bee-Headed"What are these things?"Necromancers Are A Weird Bunch"They look like regular zombies whose heads have been replaced with the heads of giant bees.."
"Lets hope that doesn't give them any powers. Why else would you go to the expense?""The Tholoi are crazy, but in this instance the heads serve a purpose in giving the Bee-Headed a Hive mind of sorts.""So what one knows the others know too?"
"Yes.""Well that makes running pointless until we take them all out.""No worries. We're all Lichlords here."Dedicated Guards"Well Jim, we aren't Lichlords or Abominations. Might be best we make our way out the back."
"Feels like old times.""Been a while since I used the old lightning wand to spray and pray."
Cam-Bee-On also inspired by Nrdman
Cam-Bee-On is an Acquired Template that can be applied to any Outsider of Evil Alignment, usually Demons. Geneally one becomes a Cam-Bee-On by being cursed by Beelzebub or one of his disciples in his lazy, but eternal, quest for domination of the fiendish planes. They appear as normal fiends with bee-like attributes, and stingers in their abdomens.
Size and Type: Unchanged for the most part. If the Outsider has the Chaotic Subtype it loses it, and if it does not have the Lawful Subtype it gains it.
Hit Dice: Unchanged.
Speed: The Cam-Bee-On gains retractable bee wings if it does not have them already. If it has no Flight speed it gains a Fly speed equal to it's Land speed with Good Maneuverability.
Armor Class: Natural Armor Bonus to AC increases by +2.
Attacks: Unchanged.
Damage: Your attacks are now considered Lawful and Evil for purposes of overcoming Damage Reduction.
Special Attacks: Retains all Special Attacks of the Base Creature, except as follows:
Any spells, spell like abilities, or supernatural abilities that have a Chaotic alignment descriptor are replaced with a similar Lawful spell from the same school, same level, same spell list if possible. Optionally they may select a spell of the same Level from the Bee Magic List.
Summoning abilities still summon the same Fiend as normal, but they summon one with the Cam-Bee-On Template.
They also gain the following:
Stinger (Su): The Cam-Bee-On has a retractable Stinger in it's Abdomen. It rarely uses this as an attack as it looks like they're trying to dry hump their opponent with their belly. The Stinger allows them to do 2d6+Str modifier untyped damage with a successful Grapple Checks. The stinger is also poisoned: Injury, Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con. If the opponent is an Outsider that the Cam-Bee-On Template can be applied to they must make a Save or gain the Cam-Bee-On Template (this effect is not a Poison, and Immunity to poison does not affect it).
Improved Grapple (Ex): Cam-Bee-On's can make initiate a Grapple without provoking an Attack of Opportunity, and gain a +4 Racial Bonus on Grapple Checks.
Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:
Hivemind (Ex): All Cam-Bee-On's within 50 miles of their designated leader (or on the same Plane as Beelzebub) 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.
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): Cam-Bee-On's gain a +8 Competence Bonus on Disguise Checks to appear as a normal member of it's former race. In addition, spells that would reveal it's Alignment or whether or not it 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, the Cam-Bee-On appears to be it's former Alignment, and to be truthful.
Saves: Unchanged.
Abilities: +2 Dex, +2 Wis, -2 Int, -2 Cha
Skills: Unchanged.
Feats: Unchanged.
Environment: Gehenna.
Organization: Solitary, Scouting Party (2-4), Hive (10-30), or Colony (100+)
Challenge Rating: +1
Treasure: Unchanged.
Alignment: Always Lawful Evil
Advancement: Unchanged.
Level Adjustment: ---
Skelos (Babau/Cam-Bee-On)
Medium Outsider(Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 7d8+35 (66 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Fly 30 ft. (Good)
Armor Class: 22 (+2 Dex, +10 Natural), touch 12, flat-footed 20
Base Attack/Grapple: +7/+12
Attack: Claw +12 melee (1d6+5)
Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6, spell-like abilities, summon Tanar'ri, Stinger, Improved Grapple
Special Qualities: DR 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft., Hivemind, Advanced Hivemind, Disguise
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 21, Dex 14, Con 20, Int 12, Wis 15, Cha 14
Skills: Climb +13, Disable Device +12, Disguise +13 (+21 to appear as a Babau), Escape Artist +11, Hide +17, Listen +18, Move Silently +17, Open Lock +10, Search +19, Sleight of Hand +10, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats: Cleave, Multiattack, Power Attack
Environment: Gehenna
Organization: Solitary, Scouting Party (2-4), Hive (10-30), or Colony (100+)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: ---
5E CAM-BEE-ONAny Fiend that is a Demon can become a Cam-Bee-On
Challenge. Recalculate the Challenge Rating after you apply the template.
Alignment. Changes to Lawful Evil.
Armor Class. The Base Creatures gains +1 to AC.
Speed. If the base creature doesn't have a Fly speed, it gains one equal to it's land speed.
Attributes. Base Creature gains +2 to Dexterity and Intelligence, and -2 to Wisdom and Charisma.
Innate Spellcasting. If the base creature has Innate Spellcasting, it can change a spell out for a spell from the Bee Magic list of the same level (which II have yet to translate to 5e).
Advanced Hivemind. All members of the Cam-Bee-On's Hivemind within 50 miles of him are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not surprised, none of them are. As a Bonus Action, any member of the Hivemind can choose to gain the benefits of a Feat possessed by any member of the Hivemind, or choose to gain Advantage on any Skill Check that a member of the Hivemind has Proficiency in for 1 Round. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles).
Change Shape. The fiend can use its action to appear as a normal member of it's former species (stats are unchanged).
Altered Action: any one attack. Choose one attack of the base creature. If it hit hits successfully, the target is considered to be Grappled (Escape DC is 8 + Proficiency Bonus + Strength modifier).
New Action: Sting. The Base Creature gains a Strength based melee attack whose range and Piercing/Poison damage is based on Size: Small (5 ft., 1d6+1d6), Medium (5 ft., 2d6+2d6), Large (5 ft., 4d6+4d6), Huge (10 ft., 7d6+7d6), or Gargantuan (10 ft., 4d12+4d12). This attack successfully hit's a Fiend (Demon), that target must make a Constitution Save (Save DC is 8 + Proficiency Bonus + Constitution modifier) or gain the Cam-Be-On Template. This can only be used on a Grappled Target.
Cam-Bee-On"Okay now that we have them gone, let's get back to business. You are NOT ALLOWED to be carrying a blackball in a dimensional thingie, and you know this!"Transformed Demons"And yet, here I am."
"Lo! It is I! Security!""I'm calling (beep)."
"You aren't Ralph...is that you Ritchie?""Who is this then?"Impostors and Spies"Ritchie is a Cam-Bee-On: a demon transformed into a Devil. Little shapeshifting buggers keep spying on the rest of us, trying to get us to convert.""Standards have certainly fallen a lot here lately..."
"Where is security then?""Get lost Ritchie. Before the real guard gets here."ZombeeZombee is an Acquired Template that can be applied to any Bee or bee-like creature. They're a decent improvement over regular necromantic zombie minions, presuming you have lots of access to dead monster bees.
Size and Type: Size is unchanged, Type becomes Undead.
Hit Dice: All current and future Hit Dice become D12's.
Speed: Flight maneuverability drops to Clumsy.
Armor Class: Natural Armor Bonus increases by an amount that depends on the Base Creatures Size Category: Tiny or smaller +0, Small +1, Medium +2, Large +3, Huge +4, Gargantuan +7, and Colossal +11.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: The Base creature loses all Special Attacks that do not somehow enhance it's natural attacks, plus gains the following:
Poison (Su): If the base creature has a poison attack it is replaced with the following: Injury, Fortitude Save (DC is Con based with a Racial Bonus equal to +1, with an additional +1 for every Size Category over Diminutive), Initial and Secondary damage is 1d6 Con. If the victim dies, and qualifies for the Zombie or Zombee template, it rises as the applicable Undead in 1d4 hours.
Special Qualities: The Base creature loses all Special Qualities that do not somehow enhance it's natural attacks, plus gains the following:
Damage Reduction (Ex): Dr 5/-.
Saves: Unchanged
Abilities: +2 Str, -2 Dex, -4 Cha. Con and Int become -.
Skills: All skills are lost (but Racial skill Bonuses are not).
Feats: Unchanged.
Environment: Any, except Aquatic.
Organization: Unchanged.
Challenge Rating: +0
Treasure: None
Alignment: Always Lawful Neutral
Advancement: Unchanged.
Level Adjustment: ---
Zombee"Who raids a facility housing giant monsters?"Necromancers Like Bad Puns"They did send zombies. Those are fairly cheap minions."
"Lets hope they don't have enough to take down that thing over there.""WORRY NOT! OUR PATENTED THESSALMONSTERS ARE IMMUNE TO ALL VENOMS!""So about this cult..."
"Oh, these would be from the Tholoi across the valley. Weird critters they are.""What do they do?""They're a subcult of the Bee Gurls. They make undead bees as enforcers."Their Sting is Special"Well Jim, we aren't Lichlords or Abominations. Might be best we make our way out the back."
"The back appears to be getting invaded by zombies of a different sort.""Good thing I stocked up on Teleport before we came here."
Wanna-Bees Created by everyone's favorite Debihuman.
Wannabee is an Acquired Template that can be applied to any Fey, Giant, Humanoid, and Monstrous Humanoid that has an intelligence less than 10. Wannabes are unusual in that they desperately want to be bees and live a quiet, orderly life in a hive. Which they assume will be stress free. Do not suppose the Powers that Bee are not willing to take advantage of this.
Size and Type: Unchanged.
Hit Dice: Unchanged.
Speed: If they do not have a flight speed, wannabees gain a set of undersized translucent wings and can fly at double their land speed (minimum 10 feet) with a maneuverability of Clumsy.
Armor Class: Base Creatures Natural Armor Bonus increases by +1.
Attacks: See Special attacks
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:
If I Bee Waspish (with apologies to William Shakespeare) (Ex): Wannabees gain a secondary stinger attack that deals 1d4 points of damage plus ½ Strength modifier (minimum 1). Once the stinger has been used, it takes 1 week to grow back. A stingerless wannabee takes a -2 morale penalty to attack rolls until its stinger grows back. The 1d4 damage is for Medium Wanna-Bees, it's 1d6 for large, 1d3 for Small, etc.
Best Beeware My Sting (with further apologies to William Shakespeare) (Su): Wannabees can deliver barbs so sharp, they can cut an opponent to the quick. By merely humming, a wannabee can cause all opponents within 30 feet that can hear it to take a -4 penalty to all rolls. A successful Fortitude save (DC 10 + ½ the wannabee’s HD + wannabee’s charisma modifier) reduces the penalty to -2.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Honey Dependent (Ex): Each wannabee is mystically bound to a single pot of honey and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A Wannabee’s pot of honey does not radiate magic. A pot of honey has 3 hit points and hardness 2. A broken honey pot is easily repaired with a mending spell or with sovereign glue.
Saves: Unchanged.
Abilities: Unchanged.
Skills: Wannabees gain Profession (beekeeper) as a class skill.
Feats: Unchanged.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +1
Treasure: Unchanged.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: +1
Wanna-Bees"Don't look now, but here comes another one."We're bees. Buxxity Buzz."Good afternoon."
"We are, like, totally bees man.""Thank you for talking in a normal volume."
"You should be bees too man.""You know we're being hunted by a cult of bee monsters, right?"Bound To The Honey"Jim and I have somehow made enemies of your enemies."
"We'll get you you're own honeypot man."I need better weapons, not honey.""I'm a Wizard, I can literally spell honey into existence."
"All good. May the Queen Mum bee with you!"