Monster Manual II - Abeil, Soldier

Abeil, Soldier Racial Traits

  • +8 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, +4 Wisdom, +2 Charisma
  • Large: As Large creatures, Abeil Soldiers have a -1 size penalty to attack and a -1 size penalty to AC. Large creatures have a +4 to the following special combat maneuver opposed rolls: bull rush (ability check), disarm (opposed attack roll), grapple (all grapple checks), overrun, sunder (opposed attack roll), and trip (ability check).
  • Four Legs: Having four legs, means that Abeil Soldiers' carrying capacity is 1.5x that of a two-legged creature of the same size with the same Strength score. An Abeil has a +4 bonus on ability checks made to resist being bull rushed, overrun, or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Monstrous Humanoid: As monstrous humanoids, Abeil Soldiers are proficient with all simple weapons, but they have no proficiency with any armor or shield.
  • Abeil Soldiers base land speed is 40 ft. They have a fly speed of 90ft. with good maneuverability.
  • Darkvision: Abeil Soldiers can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Abeil Soldiers can function just fine with no light at all.
  • Hive Mind (Ex): All Abeils within 25 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No Abeil in such a group is considered flanked unless they all are.
  • Racial Hit Dice: An Abeil Soldier begins with six levels of monstrous humanoid, which provides 6d8 Hit Dice, a base attack bonus of +6/+1 (Natural Weapons do not allow iterative attacks), and base saving throw bonuses of Fort +2, Ref +5, and Will +5
  • Racial Skills: An Abeil Soldier's monstrous humanoid levels give her skill points equal to 9 x (2 + Int modifier). An Abeil Soldier's class skills are Listen, Knowledge (all), Sense Motive, Spot, Survival. Abeils receive a +4 racial bonus on Survival and Listen, and a +2 racial bonus on any Knowledge skill in which they are trained.
  • Natural Attack: An Abeil Soldier has 2 claw attacks each dealing 1d6 damage. In addition it has a secondary sting attack which deals 1d8 damage plus poison. Unlike a true bee, an abeil may use it's sting without damaging itself.
  • Drone (Su): As a a full-round action, an Abeil can beat its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 10 + ½ Racial HD + Cha modifier) or fall asleep as the sleep spell. There is no Hit Dice limit for this effect. Abeils are immune to their own drone attacks as well as those of other Abeils. If a creature successfully saves vs. Drone, they are immune to Drone from any Abeil for 24 hours.
  • Improved Grab: If an Abeil hits a single target that is at least one size category smaller than itself with both claws, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it automatically hits with its sting. Thereafter, the Abeil has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on the Abeil's grapple check but the Abeil is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage from both claws and the sting.
  • Poison (Ex): An Abeil Soldier delivers its poison (Fortitude save DC 10 + ½ Racial HD + Con modifier) with each successful sting attack. The initial and secondary damage is the same (2d4 points of Strength damage).
  • Stormwing (Su): As a full-round action, a soldier in flight can hover and deliver a destructive sonic attack with its wings. The attack deals 6d6 points of damage to all (except other Abeils) within a 40-foot burst (Reflex Save DC 10 + ½ Racial HD + Con modifier for half damage). Once the soldier uses this ability, it must wait 1d4 rounds before using it again.
  • Favored Class: Ranger
  • Level Adjustment: +5
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