Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Bee, Giant

The hive looks like a small cave entrance plastered with grey wax. Then you step within thirty feet of it, and the air changes.


Framework Note — Three Sub-Entries #

This entry covers three distinct bee types within the same hive structure:

  1. Standard Worker — 1/2 HD (1–4 HP), dies on successful sting, one-time poison delivery
  2. Guard Bee — 1 HD (at least 4 per hive), same mechanic but more durable
  3. Queen Bee — 2 HD, stings repeatedly without dying, the hive’s critical asset

All share the hive-defense trigger (automatic attack within 30 ft of hive), the stinger persistence mechanic, and the poison save.


Core Statistics — Standard Worker Bee #

StatValue
Hit Dice1/2 (1–4 HP)
AC13
AV0
HR+1
FR+0
FD10
Move150 ft (50 ft encounter)
Attacks1 sting (1d3 + poison + stinger lodging)
Save AsFighter 1
Morale9
TreasureSee Honey section
AlignmentNeutral
CR1 (individual) / 3 (hive swarm of 10+)
SizeSmall (1 ft long)
IntelligenceNone (INT 0)
XP6

Guard Bee #

StatValue
Hit Dice1d8 (avg 5 HP)
AC13
AV0
HR+1
FR+0
FD10
Attacks1 sting (1d3 + poison + stinger lodging — dies on sting)
Save AsFighter 1
Morale11 (hive defense — see below)
CR1 (individual) / 2 (group of 4)
XP13

Queen Bee #

StatValue
Hit Dice2d8 (avg 9 HP)
AC13
AV0
HR+2
FR+0
FD11
Attacks1 sting (1d3 + poison + stinger lodging — does not die on sting, stinger retracts)
Save AsFighter 1
Morale11 (never leaves hive)
CR2 (individual)
XP35

AC/AV Reasoning #

RC original is AC 7 (descending) = Ascending AC 13. The giant bee is a Small, fast-moving aerial insect — AC 13 reflects the genuine difficulty of hitting a foot-long bee in flight at 150 ft move speed. It is not armored; its chitinous shell provides no meaningful AV. Any weapon that connects kills it (1–4 HP). The challenge is not individual bee durability — it is the swarm volume and the suicide mechanic that makes each successful attack catastrophic to the attacker.


Skill Slots #

Standard Worker (1 slot — 1/2 HD, INT 0):

SlotSkill / AbilityNotes
1Hive Defense + Poison Sting (innate, special)The asterisk (*) represents the poison sting. The hive-trigger behavior (automatic attack within 30 ft) is instinctive rather than a trained skill. INT 0 means no learning, no fear, no hesitation — pure programmed defense response

Guard Bee (2 slots — 1 HD, INT 0):

SlotSkill / AbilityNotes
1HR Investment (Basic)HR +1 — guards are slightly more accurate than standard workers
2Hive Defense + Poison Sting (innate)Same as worker — the guard’s greater HP makes it more dangerous as a sustained single-sting threat

Queen Bee (3 slots — 2 HD, INT 0):

SlotSkill / AbilityNotes
1HR Investment (Basic)HR +2
2Repeated Sting (innate, special)The queen’s stinger retracts after each use — she can sting multiple times without dying. Each sting still delivers full poison and stinger-lodging mechanics. The biological mechanism is distinct from workers (workers have a barbed stinger that tears free, killing them; the queen has a smooth stinger that withdraws cleanly)
3Hive Anchor (innate)The queen never leaves the hive voluntarily. She is found in the deepest chamber. She is always present when the hive is investigated. Her death collapses the hive colony within 1d6 days — without the queen, worker bees cease normal behavior, stop defending the hive, and disperse or die within days. The magical honey production also ceases

Martial Style #

Style: Hard (Basic rank, instinctive suicide attack) Rank: Basic

Every standard worker and guard bee fights with total disregard for self-preservation — they have no self-preservation instinct. Hard Basic represents maximum damage output with zero defensive consideration, which is precisely correct for a creature that dies on a successful hit regardless.

The suicide attack mechanic: The worker/guard bee does not choose to die — dying is a biological consequence of the barbed stinger tearing free. The bee delivers its sting, the stinger lodges in the target, and the bee’s abdominal organs tear out as it pulls away. Death is instantaneous. This means:

  • A missed attack roll = the bee did not connect, is still alive, attacks again next round
  • A successful attack roll = the bee connected, stinger lodged, bee dies, poison and stinger mechanics activate

No Combat Breath: INT 0, no cognitive processing. Fights until dead (which is every successful attack) or until the target leaves the 30 ft hive-defense radius.

Morale 9 / 11:

  • Workers defending the hive check Morale 9 — high for a 1/2 HD creature. The hive-defense instinct overrides normal self-preservation.
  • Guards and queen are Morale 11 — they never voluntarily retreat from hive defense. The Morale 11 for guards is not a “check and succeed” value — treat it as “never checks while hive is under threat.”
  • Workers encountered away from the hive (foraging, scouting) have standard Morale 6 — they are not in hive-defense mode.

The Hive Defense Trigger #

Automatic aggression within 30 ft of the hive. The RC states “giant bees always attack anyone within 30′ of their hive” — no reaction roll, no Morale check, no exceptions. This is the most automatic attack trigger in the RC, more absolute than even giant ant aggression (which at least requires encountering prey on their trail).

Mechanics:

  • The 30 ft radius is measured from the nearest surface of the hive, not its center
  • The trigger activates the moment any creature enters this radius — it does not matter if they are approaching or merely passing by
  • All bees currently in or near the hive mobilize simultaneously — the first round sees the full available bee count attacking
  • Bees do not pursue beyond 60 ft from the hive (twice the trigger radius) — they return to defense once the threat leaves their extended zone

Detecting the hive before entering range:

  • Alertness check (DEX-based): difficulty –0 in open terrain, –2 in woodland (the RC notes hives are in caves and underground areas — these are more visible than tree hives)
  • Nature Lore (INT): A successful check at –2 detects the characteristic buzzing, wax smell, and flight patterns at 60 ft — outside the aggression zone
  • Buzzing sound: In quiet conditions (no wind, no combat) the hive is audible at 45 ft — a party actively listening (Hear Noise) detects it before entering range

Detecting bees already in flight: Individual foraging bees not near the hive have Morale 6 and will not attack unless physically struck. The danger is bees in hive-defense mode, not bees encountered in the field. A party that encounters 1d6 giant bees in a field (the RC’s wilderness encounter number) may not be in hive-defense range — the DM determines distance from the nearest hive.


Special Attacks #

Sting — Death, Poison, and Stinger Lodging #

The sting resolves in three sequential parts:

Part 1 — The hit (standard HR vs. AC): HR +1 (worker) or +2 (queen) vs. target AC. On a miss, nothing happens. On a hit:

Part 2 — Bee death (workers and guards only): The bee dies immediately on a successful sting. Remove it from play. Its HP total becomes irrelevant — it was going to die at 1–4 HP anyway but the sting kills it regardless of remaining HP. This is not a save — it is a biological automatic consequence.

Part 3 — Poison (Save vs. Poison or die): The target must immediately make a Save vs. Poison (standard, no modifier):

  • Failed save: Target dies. No delay, no damage progression — the giant bee’s venom is immediately lethal on a failed save. This is the most binary save-or-die in the RC: no HP damage that might be survived, no “unconscious and dying” state, immediate death.
  • Successful save: Target takes 1d3 damage from the sting itself (the physical puncture) and the stinger lodges in their body (see below). The poison was resisted but the mechanical consequence continues.

Part 4 — Stinger persistence (all results where sting connected): The stinger remains lodged in the target regardless of the poison save result. The RC states the stinger “will work its way into the victim, inflicting 1 point of damage per round, unless a character spends a round pulling it out.”

Stinger removal mechanics:

  • Removing the stinger requires the target or a companion to spend one full round on the action — no attacks, no spellcasting, movement only (5 ft adjustment)
  • The round spent removing the stinger: take 0 damage from the stinger that round (the removal happens at the start of the action, before the 1 HP tick)
  • A character who does not remove the stinger takes 1 HP per round, every round, until removed or until medical intervention (Healing skill, difficulty –0, counts as the removal action)
  • Multiple stingers from multiple bees stack — a character with 3 lodged stingers takes 3 HP per round until all three are removed (one round of action per stinger)

AV and stinger damage: AV does not apply to stinger persistence damage — the stinger is already inside the armor, working through flesh. The 1 HP per round is direct tissue damage bypassing external protection.

The queen’s sting (repeated): The queen stings without dying because her stinger is smooth and retracts cleanly. She can sting once per round, every round, for as long as she lives. Each sting:

  • HR +2 vs. AC
  • On hit: target saves vs. Poison or dies; stinger lodges (1 HP/round until removed)
  • Queen takes no damage from stinging — she is alive to sting again next round

Against a party member who fails their poison save from the queen: that character is dead. Against a party member who succeeds: they have a stinger working into them at 1 HP/round while the queen tries again next round. The queen is genuinely dangerous — CR 2 despite only 9 HP because every successful hit is either a death or a persistent bleeding wound.


The Hive — Structure and Contents #

Location: Small caves and underground areas near the surface. The RC explains this is because hive weight makes surface tree hives impractical for giant bees. In wilderness terms: look for a cave entrance with unusual wax deposits around the edges, a strong sweet smell (honey), and the characteristic low drone of multiple large bees.

Population at the hive: The RC states “at least 10 bees with their queen in or near the hive” with “at least four of these bees will have 1 Hit Die each” (guards).

Minimum hive composition:

  • 1 Queen (2 HD)
  • 4 Guard Bees (1 HD each)
  • 6+ Standard Workers (1/2 HD each)
  • Total minimum: 11 bees

Large hive composition (5d6 lair number, avg 18):

  • 1 Queen
  • 4–6 Guard Bees
  • Remainder: Standard Workers

The hive itself: An underground chamber 10–20 ft across, plastered with wax honeycomb structures up to 8 ft tall. The wax is thick enough to provide partial cover (–2 to attack rolls against targets directly behind a honeycomb section). The honey is stored in sealed cells throughout the upper portions of the comb.


Magical Honey — The Reward #

The RC establishes that giant bee honey is magical: “If a character eats the honey of an entire hive (about two pints), it has an effect like a half-strength potion of healing, curing 1d4 points of damage.”

Honey mechanics:

  • One hive = approximately 2 pints of harvestable honey
  • Consuming the full 2 pints of honey from one hive = 1d4 HP healed
  • This is a half-strength Potion of Healing (standard heals 1d6+1, this heals 1d4)
  • The magical property requires all the honey from one complete hive — partial amounts produce no magical effect (the magic is a property of the complete colony’s production, not a concentration-based effect)
  • The honey must be fresh — honey from a hive that has been abandoned for more than 1 week loses its magical property as the colony magic dissipates

Harvesting the honey: Harvesting honey from an active hive requires either:

  • Killing all bees first (then harvest freely — 1 turn of careful work)
  • Smoke (see below) to suppress the bees during harvest

Smoke suppression: A character who produces significant smoke near the hive entrance (burning wood, a smoke-producing spell equivalent) suppresses all bees currently in the hive for 1d4 rounds per round of smoke exposure. Suppressed bees:

  • Do not attack
  • Are disoriented (–4 to all actions if forced to act)
  • Return to normal activity 1d4 rounds after smoke ends
  • The 30 ft hive-defense trigger is suppressed while smoke is active

Smoke harvesting requires 2 rounds of smoke exposure followed by 3 rounds of harvest (at –2 to any rolls during harvest as the smoke also affects the harvester). The queen is not suppressed by smoke — she remains active in the inner chamber. Harvesting honey without first killing the queen risks encountering her on a 1–3 result on d6 during the harvest (she moves toward the disturbance even while workers are suppressed).

Honey value:

  • Magical honey: 25–50 gp per hive to an herbalist, alchemist, or healer (the magical property is well-known)
  • Non-magical residue (honey after the hive has been abandoned): 5–10 gp as a high-quality sweetener
  • Fresh magical honey transported carefully can be sold in any city — the healing property makes it a minor trade good

Multiple hives: A character who eats honey from two different hives gains 1d4 HP from each — the magic is per-hive, not cumulative per dose. A character trying to eat 4 pints of honey from two hives gains 2d4 healing (two separate 1d4 rolls). There is no upper limit stated in the RC — a party that systematically harvests a valley of giant bee hives could accumulate significant healing capacity.


Habitat & Ecology #

Primary Habitat: Plains, woods, mountains, and hills — the same terrain as flowering plants that giant bees presumably pollinate. The underground nesting preference (due to hive weight) means the bees are found near surface-level cave systems in these terrains.

Territorial range: Foraging bees range up to 1 mile from the hive. A hive in a mountain meadow may have foraging bees visible throughout the surrounding area — encountering 1d6 bees in the field does not necessarily mean the party is near the hive.

Colony behavior: INT 0 means the bees operate on pure instinct — no learning, no social memory, no individual behavior. The queen produces pheromones that direct worker behavior entirely. Without the queen, worker behavior collapses within 1d6 days.

Seasonal considerations:

  • Late spring/summer: Maximum hive population, maximum honey production, maximum aggression
  • Autumn: Reduced foragers, honey stores full (maximum harvest value)
  • Winter: Hive dormant in temperate climates — bees clustered around queen, minimal movement, reduced aggression. A winter hive encounter sees bees at Morale 6 rather than 9 (they are lethargic from cold) and reduced population (40% of normal numbers)

Ecological role: Giant bees presumably pollinate giant plants — their existence implies an ecological context where flowers large enough to reward a foot-long bee exist in the campaign area. A valley with giant bees likely has unusual flora worth investigating.

Relationship with other creatures: Owlbears, black bears, and giant badgers all prey on giant bee hives for the honey. A hive in a predator-heavy area shows damage — wax torn from the entrance, scattered debris. Encountering a damaged hive with dead bees scattered around it suggests a recent predator attack and means the surviving bees are maximally agitated (+2 to all aggression thresholds, Morale 11 rather than 9 for all remaining bees).


Encounter Notes #

The standard encounter: The party is traveling through pleasant terrain. Nature Lore or Alertness at 60 ft detects the hive before entering the 30 ft trigger range — the party has a window to go around. If no detection, someone steps within 30 ft. Every bee in or near the hive mobilizes immediately, no initiative roll needed for the first wave.

Action economy: Against a minimum hive of 11 bees (1 queen, 4 guards, 6 workers), the party faces 11 potential sting attacks per round. With HR +1/+2 vs. typical party AC 13–16, approximately 30–40% of attacks connect. Each connecting attack forces a Save vs. Poison. Against a party of four, the expected number of save-or-die checks in round 1 is approximately 3–4. This is the genuine danger of the bee encounter — not the HP but the volume of poison saves.

The “retreat” calculation: Moving out of the 30 ft trigger radius and then the 60 ft extended defense zone takes approximately 2 rounds of standard movement for a typical character (60 ft per round encounter speed). During those 2 rounds the bee swarm makes approximately 22 attacks against a retreating character (11 bees × 2 rounds, accounting for movement). Retreating through the swarm is genuinely dangerous.

Optimal party response (in order of effectiveness):

  1. Detection and avoidance — Never enter 30 ft range. Go around. The honey is not worth dying for unless the party is prepared.
  2. Smoke + harvest — Prepared party with fire capability can safely harvest without combat. Efficient.
  3. Fire or area spellsBurning Hands, Fireball, oil flasks — bees have 1–4 HP. Any area fire effect kills a substantial portion of the swarm instantly. Each dead bee reduces the poison save volume in subsequent rounds.
  4. Melee vs. swarm — Least effective. Individual attack rolls against AC 13 targets with 1–4 HP kills one bee per round while the remaining bees continue attacking. Not recommended without fire support.

The stinger management problem: A party member who survives the poison save now has a stinger working into them. In a bee combat, they may take multiple stings in the same round (multiple bees) — each surviving sting adds another 1 HP/round. A party member who takes three sting hits and saves against all three poisons is now losing 3 HP/round until companions remove stingers, which requires a full round of non-combat action per stinger per person doing the removal. The battle is ongoing while stingers are being removed.

CR summary:

ConfigurationCRNotes
1–3 workers1Individual poison risk without swarm volume
4–9 workers, hive-defense2Multiple poison saves per round begins
Minimum hive (10+, queen + 4 guards)3Full mechanics active, queen’s repeated sting, guard HP
Large hive (18+)4Action economy overwhelm from poison save volume

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Updated on March 23, 2026