Dire Bee
XP 1,600
N Tiny vermin (arthropod)
Init +5; Senses darkvision 60 ft.; Perception +0
Defense
AC 17, touch 17, flat-footed 12 (+2 size, +5 Dex)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +1
Weaknesses barbed stinger
Offense
Speed 10 ft., fly 30 ft.
Melee sting +10 (1d2+3 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks barbed stinger
Statistics
Str 14, Dex 21, Con 17, Int —, Wis 10, Cha 5
Base Atk +3; CMB +3; CMD 18 (26 vs. trip)
Feats Weapon Finesse B
Ecology
Environment temperate plains
Organization solitary, pair, colony (3-16)
Treasure none
Special Abilities
Barbed Stinger (Ex) When a dire bee stings a creature, its barbed stinger becomes lodged in the creature and rips out of the dire bee. After the dire loses its stinger it can no longer make its sting attack and takes 2d6 bleed damage every round. If the bee receives an amount of healing while bleeding equal its maximum health (normally 37), the bee stops bleeding but cannot use its sting attack without the aid of a spell or ability that can regrow body parts. After the stinger comes out into a creature, the poison is applied again every round for 6d4 rounds on the creature's turn or until it is removed as a standard action with a relfex save with a DC of 15 plus the poison damage taken by the creature on their turn.
Poison (Ex) Sting—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d6 poison damage; cure 2 saves. Save DC is Con-based with a +2 racial bonus.
This stat block goes with the
Minecraft setting.