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Celestial Giant Bee (Summon Monster II)

LG Medium Magical Beast (Augmented Vermin, Extraplanar)
Init +2; Senses Darkvision 60'; Listen +1, Spot +5
Languages Celestial

AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
hp 13 (3 HD)
SR 8
Resist Acid 5, Cold 5, Electricity 5
Fort +3, Ref +3, Will +2
Speed 20 ft, fly 80 ft (good)
Melee Sting +2 (1d4 plus poison)
Base Atk +2; Grp +2
Atk Options Smite Evil (1/day), Poison
Smite Evil (1/day): make a normal melee attack to deal 3 points extra damage against an evil foe.
Poison: Injury - Fortitude DC 11, damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully sting another creature pulls away, leaving its stinger in the creature. The bee then dies.

Abilities Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9
SQ Vermin Traits: Note that a celestian vermin (by virtue of gaining the celestial template) gains an Intelligence score of 3, and thus loses it's 'Mindless' quality. It is not immune to mind-affecting effects.
Skills Listen +1, Spot +5, Survival +1*
Skills: +4 racial bonus on Spot checks. *+4 racial bonus on Survival checks to orient themselves.

CR 1

Encounter Treasure

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Race keywords: Bee, Celestial, Celestial, Giant Bee, Giant Bee, Giant Bee, Celestial
Class keywords: Summon Monster II
Sourcebooks: Monster Manual

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