Tiny Magical Beast
Hit Dice: 2d10 (11 hp)
Speed: 10 ft., fly 60 ft. (perfect)
AC: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
Attacks: Sting +0 melee
Damage: Sting 1d4-4
Face/Reach: 2½ ft. /0 ft.
Special Attacks: Magic missile
Special Qualities: Darkvision 60 ft., low-light vision, see invisibility
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 6
Skills: Listen +6, Spot +6, Survival +3
Climate/Terrain: Any temperate or warm land
Organization: Swarm (5-20)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: -
Phase wasps are 18-inch-long insects that can see and attack invisible and ethereal creatures (in the latter case, without crossing the planar boundary). They rarely attack creatures three or more size categories larger than themselves unless provoked.
Like ordinary wasps, these creatures live in large colonies. Each colony builds a nest about 10 feet in diameter out of "paper" that its members have made from chewed-up wood or paper and their own saliva. Because such a nest requires a tremendous amount of paper, many wizards and libraries offer bounties for the destruction of nearby phase wasp nests.
Though they do not speak, phase wasps utilize an elaborate signalling system to communicate within their hives.
Their "signal language" seems to be based on a system of subtle smells, body postures, and flight patterns.
Normally, phase wasps attack only to defend themselves or their nests. They converge on intruders in swarms, fire their magic missiles, and then swoop in to sting until they can use their missiles again.
Magic Missile (Sp): A phase wasp can produce an effect that functions like a magic missile spell (caster level 3rd). Once it has used this ability, it must wait 1d4 rounds before it can do so again.
See Invisibility (Sp): A phase wasp produces an effect like that of a see invisibility spell (caster level 3rd), except that is always active.