Can't shake the feeling that there is just something missing to this gal, but can't lay a finger on it. Suggestions welcome.
Hit Dice: 8d6+24 (52 hp)
Speed: 40 ft. (8 squares)
Armor Class: 12 (+2 dex)
Base Attack/Grapple: +4/+4
Attack: Staff +6 melee (1d6)
Full Attack: Staff +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ehlonna's breath, golden cloud, spell-like abilities, spells, wild empathy
Special Qualities: Damage reduction 10/cold iron, immunity to poison and disease, nectar of the mother, low-light vision
Saves: Fort +5, Ref +7, Will +12
Abilities: Str 10, Dex 15, Con 17, Int 11, Wis 23, Cha 17
Skills: Concentration +10, Diplomacy +14, Handle Animal +11, Heal +17, Knowledge (nature) +11, Listen +15, Spot +15
Feats: Diehard, Dodge, Improved Initiative, Weapon Finesse(B)
Environment: Any temperate land
Organization: Solitary or Sisterhood (3-6)
Challenge Rating: 10
Alignment: Usually neutral good
Advancement: 9-16 HD (Medium)
Level Adjustment: +8
This appears as a heart-breakingly beautiful woman seemingly in the mid-stages of pregnancy. Her skin is a lush golden tan with strange markings in blood upon her wide hips. Her dreadlocked hair is long and tangled with bright yellow pollen that drifts as she walks. Bees and butterflies crawl along or alight along the locks, the former often flying into and out of her mouth.
A honeydew, sometimes referred to as a nectar nymph or Ehlonna's Daughters, is often revered by some peoples as a fertility spirit. If properly recieved she will visit frequently, blessing the crops and aiding in the births of a village. Often in payment for her efforts a honeydew will entice a villager to get her with child which becomes another honeydew in time. This child, once old enough to walk, is abandoned beside a honeytree where she calls down a queen bee to inhabit her.
Others though prefer to keep to areas untouched by man, reveling particularly in fields of wildflowers or wild orchards which they protect fiercely.
During the winter months a honeydew hibernates, awakening with the first flowers to sprout from the frosty ground.
A honeydew speaks Common, Fey, and may speak with pollinating creatures such as bees, butterflies and ants. She is roughly as tall and heavy as an expecting female human.
Honeydews often try to discourage attackers by filling the air with a choking pollen, and fleeing while they are unable to persue. If forced to fight or guard they fill the area with bees, enlarging a number to great size.
Ehlonna's Breath (Ex):
As a full-round action the honeydew can release a swarm of bees
from within her belly and excite them to attack. She may exhale up to 3 swarms per day. If a honeydew is killed all swarms simultaneously attack the nearest creatures in sight.
Golden Cloud (Ex):
As a standard action a nectar nymph can shake out her hair, forming a thick cloud of pollen 20 feet wide and 15 feet high. Those who breathe within it must succeed on a DC 17 fortitude save each round or spend a full round action sneezing and choking (are considered stunned) and take 1d4 constitution damage. This damage can only be taken once while within the cloud, no matter how many times it is breathed within, though stunning can occur each round spent within. Those who leave and re-enter the cloud however must save or take additional damage. This cloud lasts for 1d6+3 rounds.
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the cloud in 4 rounds. A strong wind (21+ mph) disperses cloud in 1 round.
Nectar of the Mother (Ex):
A honeydew may dip her hair into water, converting up to 1 cubic foot into pure honey as a standard action. This honey is incredibly healthy, giving those who drink a cup of it the equivalent of a delay poison spell for 1 hour.
At will - Plant Growth. 3/day - Charm, Giant Vermin (bees only). 1/week - Control Weather. Caster level 8th. Save DC's are Charisma-based.
A honeydew casts divine spells as a 10th-level druid.
Typical Druid Spells Prepared (6/5/5/4/3/2, save DC 15 + spell level):
0 - create water, cure minor wounds, guidance, light, purify food and drink, resistance
1st - cure light wounds, goodberry, entangle, longstrider, pass without trace
2nd - barkskin, gust of wind, lesser restoration, summon swarm, tree shape
3rd - cure moderate wounds, daylight, remove disease, speak with plants
4th - cure serious wounds, reincarnate, repel vermin
5th - commune with nature, wall of thorns
Wild Empathy (Ex):
This power works like the druid’s wild empathy class feature, except that a honeydew has a +6 racial bonus on the check and can also effect vermin. Bees will never harm a honeydew unless under a supernatural directive.