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Thread: Request a Homebrew

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    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Request a Homebrew

    C & H: 649

    Except the bees can fly and have no need to wood glide since they fly passed any obstacles, trees, buildings etc. They can fly over building and could swoop down a chimney (as long as no fire was burning as bees traditionally hate smoke) or out a doorway or large window. Flying negates the need for wood glide.

    You could just make a Wood Element Giant Bee but they probably wouldn't have magic honey. That would simply be adding the Elemental Wood Template to a Giant Bee (Manual of the Planes pg. 196). It also makes the creature a Plant. That didn't sound like what you wanted.

    [Edit] the Elemental Plane of Wood would be hostile to anyone making buildings from the wood and there are few animals so it would be difficult to have a thriving culture there. And as I said earlier, most roofs would be thatched rather than wood. Using wood on that plane should be a risky endeavor.

    Meanwhile here's my interpretation of the Amber Bee from the Elemental Plane of wood (not an elemental as that's what you wanted). Let me know what you think.


    Amber Bee (Extraplanar)
    Medium Magical Beast
    Hit Dice: 7d10+7 (45 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), fly 60 ft. (Good)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +7/+9
    Attack: Sting +9 melee (1d6+3 plus poison)
    Full Attack: Sting +9 melee (1d6+3 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., hive mind, immunity to poison, low-light vision, magical honey
    Saves: Fort +6, Ref +9, Will +3
    Abilities: Str 14, Dex 15, Con 12, Int 3, Wis 12, Cha 9
    Skills: Spot+12, Survival +12*
    Feats:
    Ability Focus (Poison), Flyby Attack, Lightning Reflexes
    Environment: Elemental Plane of Wood, Warm Forests and Jungles
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 6
    Treasure: No coins; goods (honey only); no items
    Alignment: Always Neutral Evil
    Advancement:
    Level Adjustment: 8-9 HD (Large) [Queen only]

    Amber bees are more powerful and more aggressive than their mundane and giant cousins. Like other bees, they are territorial and patrol areas far from their hive. While they are most commonly found on the Elemental Plane of Wood, their honey has gained notoriety among those that travel the many planes. Unfortunately, domesticating these creatures for profit has proved a constant failure.

    The queen bee is an advanced bee with the following stats: Str 22, Dex 13, Con 16, Int 6, Wis 12, Cha 9 She also has a +2 size bonus to Armor Class.

    Amber giant bees have a limited understanding of Common and cannot speak. Only the Queen can speak Common.

    Hive Mind (Ex): All 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 bee in a group is considered flanked unless all of them are.

    Magical Honey (Su): The silky smooth texture and deep golden color of the honey from these bees is known to be a restorative to anyone who eats it. Eating at least one serving (one ounce) of this honey acts as a potion of cure light wounds and heals 1d8+1 points of damage. However, substances that are poisonous, have no effect on these bees. If bees obtain their nectar from certain flowers, the resulting honey can be detrimental and acts as a potion of cause light wounds causing 1d8+1 points of damage instead. 10% of magical honey is detrimental.

    Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC is Constitution-based and includes a +2 racial modifier. An amber bee that successfully stings another creature pulls away, leaving its stinger in the creature. Unlike other bees, the amber bee does not die. It takes 1d4 days for an amber bee to grow another stinger.

    Skills: Amber bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

    2 or 3 amber bees should be sufficient to challenge your party.

    Debby
    Last edited by Debihuman; 2011-07-29 at 10:43 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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