Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Abandon Corpse
Circumstance: The hellwasp swarm is controlling a corpse with Infest Corpse;
The hellwasp swarm leaves its host corpse, which dies instantly and becomes a normal corpse in all respects. The hellwasp swarm expands out from that space to its normal size.
Ability
Hellwasp Stings
Each enemy in the swarm's space takes 4d8 piercing damage (DC 26 basic Reflex save). Any creature that fails its saving throw is exposed to hellwasp venom.
Ability
Hellwasp Venom
(poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and clumsy 2 (1 round); Stage 2 2d8 poison damage and clumsy 2 (1 round)
Ability
Infest Corpse
(manipulate) The hellwasp swarm animates the corpse of a Small, Medium, or Large humanoid that protected by gentle repose or similar magic, crawling into its mouth and other orifices. Its size changes to that of the corpse and it loses its piercing and slashing resistances, fly Speed, and Hellwasp Stings. It gains a fist melee Strike with a +18 attack modifier that deals 2d8 bludgeoning damage plus 2d8 piercing damage and hellwasp venom. The hellwasp swarm gains 40 temporary Hit Points when it Infests a Corpse; when these temporary HP are depleted, the corpse falls apart and the swarm Abandons the Corpse automatically.
Ability
Torturous Buzz
(auditory, emotion, enchantment, incapacitation, occult) The swarm emits a distracting, cacophonous buzzing. Each creature within 20 feet must attempt a DC 26 Will save. Critical Success The creature is unaffected and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is confused for 1 round. Critical Failure The creature is confused for 1d4 rounds.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
precision
swarm mind
Language
(can't speak any language)
Infernal
Perception
darkvision
Resistance
bludgeoning 5
fire 10
piercing 10
slashing 5
Weakness
area damage 10
splash damage 10