Demonhive Attendant (CR 2)
AC: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Hit Dice: 3d8+6 (19 hp)
Fort +5, Ref +5, Will +4
Speed: 40 ft. and Fly 40 ft. (good)
Space: 5 ft., Reach 5 ft.
Base Attack +3; Grapple -1
Attack: Melee: 2 claws +4 each (1d4) and bite +2 (1d4)
Attack Options: aligned strike (evil), frenzied haste
Abilities: Str 11, Dex 15, Con 14, Int 2, Wis 13, Cha 1
Special Abilities: Immune: sonic
Special Qualities: hive mind
Feats: Improved Initiative, Multiattack,
Skills: Climb +6, Hide +9, Jump +4, Listen +7, Move Silently +5, and Spot +7
Climate/Terrain: The Abyss, any temperate or warm forest or jungle
Monster Manual IV
Frenzied Haste (Ex): Whenever a demonhive queen takes damage, all the hive's attendants shudder with nervous energy. When the queen is reduced to -1 hit points or below, attendants enter a state of frenzied haste. Each attendant gains a +2 haste bonus on attack rolls and damage rolls, and one additional claw attack at its highest attack bonus (3 claws +6 each [1d4+2] and bite +4 [1d4+2]). This frenzied haste lasts for the remainder of the encounter, after which the attendant is fatigued for 10 minutes.
Hive Mind (Ex): All demonhive members within 2 miles of a demonhive queen are in constant communication. If one is aware of a particular danger, they all are. If one in an encounter is not flat-footed, none of them are. No demonhive member in an encounter is considered flanked unless all of them are.
First seen on one of the Infinite Layers of the Abyss, demon-hives are now found throughout the Lower Planes. With their aggressive and bloodthirsty members, demonhives threaten all creatures they encounter and lay waste to the areas they inhabit. If they were allowed to continue their rampage unchecked, demonhives might spread across entire planes.
Demonhive attendants are the workers and hunters of the hive. They attack nearly any creature they encounter, and they kill regardless of hunger or the colony's needs.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.