Aura moderate conjuration; CL 7th
Slot none; Price 12,392 gp; Weight 3 lbs.
This +1 kusarigama (Ultimate Combat 132) makes a shrill
whistling sound whenever it is used in combat. Once per day
as a standard action, the wielder of Dancing Wasp can whirl the
weapon above his head as a full-round action to summon a
giant wasp (See below or Pathfinder RPG Bestiary 275). The wasp appears in
the air above the wielder’s head and follows the wielder’s mental
commands to the best of its ability as long as the user continues
to twirl the weapon (requiring a standard action each round), to
a maximum of 5 rounds, after which the wasp vanishes.
Requirements Craft Magic Arms and Armor, summon
monster IV or summon nature’s ally IV; Cost 6,352 gp
This horse-sized wasp is covered in yellow and black vertical stripes—its stinger is the size of a sword and drips with venom.
CR 3XP 800
N Large vermin
Init +1; Senses darkvision 60 ft.; Perception +9
AC 14, touch 10, flat-footed 13; (16)
Fort +8, Ref +2, Will +2
Immune mind-affecting effects
Speed 20 ft., fly 60 ft. (good)
Melee sting 6 plus poison)
Space 10 ft.; Reach 5 ft.
Str 18, Dex 12, Con 18, Int —, Wis 13, Cha 11
Base Atk +3; CMB +8; CMD 19
Skills Fly +3, Perception +9; Racial Modifiers +8 Perception
Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Previously wielded by Kikonu