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This wasplike creature seems to be partially made of metal. Its wings create an iridescent glow as it buzzes through the air.
Warmonger Wasp CR 7
XP 3,200
CE Large construct (extraplanar)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 21, touch 15, flat-footed 15 (+6 Dex, +6 natural, -1 size)
hp 85 (10d10+30); fast healing 5
Fort +5, Ref +9, Will +4
Immune electricity, construct traits
Offense
Speed 30 ft., fly 30 ft. (good)
Melee bite +15 (1d8+4), 2 claws +15 (1d6+4), sting +15 (1d6+4/19-20 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks static discharge, poison
Statistics
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)
Ecology
Environment any (Abyss)
Organization solitary, pair, or flight (3-12)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Static Discharge (Su) 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.
Like the more powerful retriever, the warmonger wasp is a construct built from the protoplasmic flesh and chaotic fecundity of the Abyss itself. Partially organic and partially metallic, warmonger wasps serve demonic armies as air support in large battles. Their electricity-based explosions work well on battlefields where demons and mortals clash, as electrical attacks have no effect on demons. Warmonger wasps are grown rather than constructed, and while the procedure of crafting these constructs is beyond the ken of mortal crafters, spellcasters can conjure them to do their bidding. Warmonger wasps are only intelligent enough to understand simple commands, and even then they generally understand only commands universally associated with battlefield conditions.
A warmonger wasp is about 10 feet long, has a 20-foot wingspan, and weighs 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.