This wasplike creature seems to be partially made of metal. Its wings create an iridescent glow as they buzz loudly in the air.
Warmonger Wasp CR 7
Str 18, Dex 23, Con —, Int 3, Wis 13, Cha 1
Base Atk +10; CMB +15; CMD 31 (35 vs. trip)
Feats Ability Focus (poison), Great Fortitude, Improved Critical (sting), Improved Initiative, Weapon Finesse
Skills Fly +14, Perception +13, Stealth +13; Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal (can’t speak)
Once every 1d4 rounds as part of a move action that’s taken to fly at least 10 feet, a warmonger wasp’s wings can discharge a bolt of electricity to a range of up to 60 feet. The bolt explodes upon reaching its target, creating a 20-foot-radius burst that deals 6d6 points of electricity damage (Reflex DC 15 half).
The save DC is Constitution-based.
Environment any (Abyss)
Organization solitary, pair, or flight (3–12)
Like the more powerful retriever, the warmonger wasp is a construct built from the protoplasmic flesh and chaotic fecundity of the Abyss itself. Appearing as partially organic, partially metallic, warmonger wasps serve the demonic armies as air support in large battles, and the armies of demon infested lands are no exception. Their electricity based explosions work well on battlefields where demons and mortals clash, as electrical attacks have no effect on demons. It’s more accurate to say that warmonger wasps are grown rather than constructed, and while the procedure of crafting these foul constructs is beyond the ken of mortal crafters, spellcasters can conjure them to do their bidding (see below). Warmonger wasps are only intelligent enough to understand simple commands, and only ones universally associated with battlefield conditions.
In a demon infested land, a large number of warmonger wasps have been left to their own devices. These “wild” wasps buzz through the skies, constantly watching for any non-demons to swoop down on and attack. Cultists not escorted by demons are quick to speak in Abyssal and show their unholy symbols when confronted by a flight of warmongers. PCs eager to do the same can convince the wasps to leave them alone with a successful DC 20 Bluff check—provided the attempt is made while speaking Abyssal.
A warmonger wasp is about 10 feet long, with a 20-foot wingspan. They weigh 1,200 pounds.
Although a warmonger wasp is not an outsider, it may nonetheless be conjured by either a planar ally or planar binding spell. The spellcaster must take care when doing so, however, using specially prepared incenses, the secretions of rare and violent insects, and complex diagrams drawn with expensive phosphorescent inks, lest the wasp attack the spellcaster upon the spell’s completion. These components cost 15,000 gp and replace the usual costs associated with casting either spell (including the required Charisma check to browbeat the creature into servitude with planar binding, as well as planar ally’s requirement to pay the conjured creature).
Warmonger wasps grow organically from protoplasmic flesh and chaos, so it’s no surprise that, unlike many constructs, each warmonger wasp has a uniquely terrible appearance, and the wasps warp, twist, and mutate over time. While in most cases, significant mutations prove crippling and ultimately cause the wasp’s death, in rare cases, the mutated wasp reaches a new state of evolution and becomes a massacre wasp: a more powerful version of the warmonger wasp that is capable of strategizing and leading other warmonger wasps in battlefield maneuvers. Massacre wasps usually have the advanced or giant simple template as well as either 6 evolution points’ worth of summoner eidolon evolutions or other monster abilities of a similar power level and scope. Massacre wasps’ static discharge works once per round instead of once every 1d4 rounds.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
Pathfinder Campaign Setting: The Worldwound © 2013, Paizo Publishing, LLC; Authors: James Jacobs, Jonathan Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr.