Swarm, Wasp (CR 2)
AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Hit Dice: 4d8+4 (22 hp)
Fort +5, Ref +4, Will +1
Speed: 10 ft., fly 60 ft. (average)
Space: 10 ft./0 ft.
Base Attack +3; Grapple -
Full Attack: Swarm
Damage: Swarm 1d6 plus poison
Special Attacks/Actions: Distraction (DC 13), poison
Abilities: Str 1, Dex 16, Con 13, Int -, Wis 10, Cha 2
Special Qualities: Swarm traits, vermin traits
Climate/Terrain: Any temperate land
Poison (Ex): A wasp swarm delivers poison equivalent to that of a Medium-size giant wasp (Fort DC 18 negates) with each swarm attack. Initial and secondary damage are the same (1d6 Dex).
Vermin Traits: A wasp swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).
Distraction (Ex): Any non-mindless creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save )DC 10 + 1/2 swarm's HD + swarm's Con modifier) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check )DC 20).
Wasp swarms are often passive unless roused by loud noises or violent motion. A character can move through a passive swarm safely if he makes a Move Silently check (DC 20). This works only if the character does not attack the swarm, moves at half speed, and does not make any sudden movements (such as spellcasting). When roused, wasps have an extremely painful bite as well as a poisonous barb.
Wasps sometimes gather together in swarms and build enormous nests that hang on trees, under the eaves of buildings, and even in holes in the ground. Because wasps ate rather surly and irritable insects, swarms of wasps can be extremely dangerous.
Despite their maligned reputation, wasps are valuable parts of the ecosystem, since they eat an enormous amount of otherwise harmful insects.