Mutant Bluebottle

Mutant Bluebottle                                                               CR 12

XP 19200

N Medium Vermin (Aquatic)

Init +6; Senses Darkvision 60ft; Perception +1

DEFENSE
AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)

hp 98 (15d8+30); Regeneration 10

Fort +11, Ref +11, Will +6

OFFENSE
Speed 5 ft., Swim 80 ft., fly 40 ft.

Melee sting +17 (6d6+6/x3 plus 1d6 cold,  plus 1d6 fire,  plus poison,  plus Paralysis)

Space 5 ft.; Reach 10 ft.

Spell-Like Abilities (CL 15; concentration +16)

The save DC against a Mutant Bluebottle's spells is 11+ spell level. A Mutant Bluebottle's spells use Wisdom as the primary casting attribute.

At Will: Black Tentacles, Invisibility, Confusion

4/day: Hold Monster, Daze Monster

Special Attacks Poison (Ex) (sting-injury save DC 19, frequency 1/minute for 6 minutes, effect 1d6 Dex damage, cure 2 consecutive saves), Paralysis (1d8 rounds, DC 13), Force Wave (30ft. radius, 6d4 force damage, usable every 1d4 rounds), Storm Nova (12d6, DC 17), Sensory Venom (1d6 cold and 1d6 fire)

STATISTICS
Str 20, Dex 22, Con 14, Int 0, Wis 12, Cha 1

Base Atk +11; CMB +16; CMD 32

SQ Vermin Traits, Does not Breathe, Camouflage

SPECIAL ABILITIES
Poison (Ex)

A Mutant Bluebottle can poison those it attacks. A Mutant Bluebottle's sting attack(s) will inflict a poison on its victims that has a fortitude save DC of 19, a frequency of 1/minute for 6 minutes, causes 1d6 dex damage, and takes two saves to cure. The save DC is constitution-based.

Paralyze (Su)

When a Mutant Bluebottle hits a target with its sting attack(s), the victim is rendered immobile for 1d8 rounds. The target is allowed a DC 13 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is charisma-based.

Force Wave (Su)

A Mutant Bluebottle can send a 30ft. radius wave of telekinetic force around itself. This attack causes 6d4+6 force damage. A Mutant Bluebottle can use its Force Wave once every 1d4 rounds.

+1 sting

A Mutant Bluebottle's sting functions as a +1 weapon, the bonuses are included in its stats above.

Storm Nova (Sp)

A Mutant Bluebottle can conjure a spectral wave of electricity, causing 12d6 electricity damage to the main target and 12 electricity damage to any targets within 10 feet, with a DC 17 Fortitude save for half damage.

Sensory Venom (Su)

A Mutant Bluebottle's sting attacks are coated in an irritating poison, causing an additional 1d6 cold and 1d6 fire damage with each attack.

Vermin Traits

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.

-Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Mindless creatures have no feats or skills. A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.

-Darkvision 60 feet.

-Vermin breathe, eat, and sleep.

Camouflage (Ex)

A Mutant Bluebottle can use the Stealth skill to hide in any of its native terrains, even if the terrain doesn't grant cover or concealment.

ECOLOGY
Environment: Any Coast

Organization: Solitary, Pair or Pod

Treasure: None