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Tsunamiatunzen1
2017-04-25, 06:22 PM
This is a sort of continuation on some work that was done on Lix Lorn's Swarmlord Base Class and as such uses a few mechanics from it.
An additional 'Adaption' is included as a way to gain access to this monster and possibly other swarms.
Link is below:
HERE (http://www.giantitp.com/forums/showthread.php?253053-The-Swarm-Arrives-3-5-Base-Class-Zerg-Tyranids)

As I am creating this for a hybrid of D&D 3.5 and Pathfinder, I'll include stats for both and mark which is which. Poison is going to follow Pathfinder rules for poison. A.K.A. Injury poison happens each round, not once every minute. For more details, look at the ability below.

NOTE: Infested, Assimilated, and Embraced are templates detailed in the Swarmlord Class.

A Swarmlord with this adaptation is never truly outnumbered and may call on reinforcements that she herself brings into being. Left to their own devices, a Swarmlord could easily raise up an army where previously they alone existed, though this process tends to leave the Swarmlord drained of their abilities. A Swarmlord may spend 1 minute to set aside a number of Evolution points up to her Swarmlord level - 2 to create a creature or creatures she can infest with the same number of HD as evolution points spent and may apply any/or all template(s) that the Swarmlord's swarm possesses to the creature on creation except for Assimilated and Embraced (substituting an equal amount of HD for LA). Any extra HD that are a result of Evolution Points do not count towards the cost to create the creature; conversely, any adaptations that increase HD do increase the cost. The creature begins with the Infested template and the accompanying mental traits as if it had failed its Will Save to resist the Swarmlord's Infestation ability. It takes 1 day before the creature is spawned. The reserved Evolution Points and any benefits from those points that had previously been assigned to Infested/Assimilated/Embraced/Swarmlings are unavailable until the Swarmlord rests for 8 hours (any effects that modify how long a character must rest to regain spells also applies to this adaptation). The Swarmlord may not use points from her personal pool or from the personal pools of her swarm or swarmlings.
(Ex.: A 9th level Swarmlord has 16 points that she may spend only on herself and 34 points for any creatures in her swarm that she has direct control over. She uses the 34 points to create 4 5HD creatures and 7 2HD worth of creatures. She cannot use her swarmling's personal pool of 18 bonus evolution points to create any additional creatures with this adaption, nor can her 6 HD Infested Elf use their own pool of evolution points to enhance the number of creatures created.)
Additionally, the Swarmlord must spend a number of Power Points equal to the number of HD/ECL (whichever is higher) of the creatures she is creating to incorporate them into her swarm or into a swarm that her Swarmling/Infested/Assimilated/Embraced has control of. Failure to do so will result in an Infested who is not a member of the Swarm (and thus not an eligible target for the Adoption and Abdication adaption).
Alternatively, the Swarmlord may substitute 1 evolution point for each HD of a creature that has been dead no more than 1 day or 1000 gp worth of magic equipment. Using the corpses or equipment destroys them completely. (You cannot use HD that have been granted to the creature via Evolution points to substitute the cost.)
Infested generated this way still count towards the maximum number of creatures that the Swarmlord may control. There is no limit to the number of times this adaptation may be used so long as the Swarmlord has Evolution Points available and has not exceeded her maximum total of creatures they may control.

NOTE: The method of spawning may vary. Some Swarmlords may simply spawn a new creature and wait for it to emerge from their cocoon. Swarmlords determined to stay on the move might actually carry the creatures if they or their Swarm has enough endurance to do so. (No extra Evolution is necessary for enabling you to carry them but it is likely you will need to employ drag/push load limits to do so.) A more devious Swarmlord could use the carcass of a much larger creature she has slain to use as an incubator for the creatures and as a shelter from prying eyes until the trap has been sprung.
Some even insist that some Swarmlords will use living hosts as carriers, though this has yet to be confirmed.
(aka you can use these for possible story elements but beyond that there are no specific rules detailed for them as of yet.)

Now on to the monster!


Infestor Swarm
"Whoever made these things made a nightmare. Can turn a whole village into ravening beasts within a day. If you ever come across one, run or slit your throat before it gets ya."
Size/Type: Diminutive Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +10
Speed: 5 ft. (1 square), fly 40 ft.
Armor Class: 20 (+6 Dex., +4 size), touch 20, flat-footed 14
Base Attack/Grapple: +6/ ---
Attack: Swarm (2d6 plus poison 1d3 Con. & 1d3 Wis.)
Full Attack: Swarm (2d6 plus poison 1d3 Con. & 1d3 Wis.)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, infestation, poison
Special Qualities: Darkvision 60 ft., low-light vision, hive mind, immune to weapon damage, swarm traits, Overwhelming Infestation
Saves: Fort +7, Ref +11, Will +1
Abilities: Str 1, Dex 22, Con 14, Int 2, Wis 8, Cha 10
Skills: Spot +5, Listen +5, Hide +19
Feats: Ability Focus (Poison), Improved Initiative, Alertness
Environment: Usually anywhere with creep or any
Organization: Solitary, nest (24 swarms), or hive (58 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Same as Swarmlord or Neutral
Advancement: None
Level Adjustment:

Infestor Swarm
CR 6
XP 2,400 each
N Diminutive Magical Beast (swarm)
Init +10
Senses
darkvision 60 ft.; low-light vision; Perception +6
Defense
AC 20, touch 20, flat-footed 14 (+6 Dex, +4 size)
hp 45 (6d10+12)
Fort +7, Ref +11, Will +1
Immune swarm traits, weapon damage, hive mind
Offense
Speed: 5 ft., fly 40 ft. (good)
Melee: swarm (2d6 plus distraction and poison)
Space: 10 ft.; Reach 0 ft.
Special Attacks Distraction, infestation, poison, Overwhelming Infestation
Statistics
Str 1, Dex 22, Con 14, Int 2, Wis 8, Cha 10
Base Atk +6; CMB ; CMD
Feats: Ability Focus (poison), Improved Initiative, Skill Focus (Perception)
Skills: Fly +20, Perception +9, Stealth +22
Languages: Same as Swarmlord or none
Ecology
Environment: Usually anywhere with creep or any
Organization: solitary, nest (24 swarms), or hive (58 swarms)
Treasure: incidental

This buzzing mass of creatures looks much like a large insect cloud. Closer inspection reveals it to be a conglomerate of many different creatures that have far too many claws and too feral a look to be natural.

Infestor Swarms are creations of a Swarmlord seeking to expand their influence through any means, though no one knows who created the first Infestor Swarm. Swarmlords seeking to bestow their gifts upon others without destroying their minds may find the Swarm helpful to add more beings into the swarm while they attend personally to matters of greater importance, though such occurrences are notably rare. Unclaimed Infestor Swarms obey the instinct bred into them and infest as many beings as they possibly can inside their 'territory'; making such areas where beings are not quite living but not quite dead, their minds having been lost. Infestor Swarms have no natural ability to control the beings they infest but have little to fear from them as only intelligent or starving Infested will attack one of their own.

Combat
Infestor Swarms generally don't bother with tactics and act quickly. However, their instincts make them dangerous opponents and they will strike at the most vulnerable targets and will wait in ambush for the perfect opportunity to present itself, preferring those that exhibit greater wounds. They possess a terrifying ability to naturally infest creatures with swarm elements in a rather traumatizing manner, which degrades both their physical and mental stability. It is entirely possible that a being who is subjected to a Swarm could be killed by the toxins ravaging their very essence before they succumb to infestation, resulting in a horribly mutilated corpse instead of a creature of the swarm. A possible, if gruesome, mercy for those encountering a malicious Swarmlord.

Distraction (Ex): Any living creature that begins its turn with an Infestor Swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Infestation (Ex): An Infester Swarm may infest a target with swarm elements, rendering them just another slavering beast. This target may not be of the Aberration, Construct, Elemental, Outsider, Ooze or Undead types, and may not be an Assimilated or an Embraced.
First, they must strike the target. If they are unwilling, the target must be at no more than 25% of their maximum hp (rounding down).
If the target takes damage from the swarm attack and is below the health threshold, the target is engulfed in growths, in a disturbing cocoon. This wakes sleeping or unconscious victims, allowing them to attempt saving throws. An unwilling target has one more chance-a successful Fortitude save (DC 15, save DC is Constitution-based). If failed, or not attempted, they remain in the cocoon for one day. At the end, they make a Will save (DC 13, save DC is Charisma-based). A success allows them to retain their self and identity. A victim who deliberately failed their Fortitude save may not make a Will save.
The victim is subjected to the Infested template. A victim who passes their Will save does not apply the traits noted as mental.
If the Infestor Swarm is currently part of a Swarmlord's swarm, the creature is absorbed into the Swarmlord's swarm.
Infesting a Swarmlord also effectively renders any of their swarm part of your own swarm. However, a Swarmlord with the Infestation ability is immune to the Infestation ability, unless she chooses to be subject to it.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d3 Con. plus 1d3 Wis (must save twice consecutively against secondary to cure). The save DC is Constitution-based. This poison acts rapidly but leaves the body just as quickly. The target must make a save each round for 6 rounds. Subsequent applications of this poison increase the DC by 2 and add 3 rounds to the poison's duration if the target fails the new save. So long as a target is suffering from this poison, they never take additional initial damage from this poison.
If a target fails their Fortitude Save against the Infestor Swarm's Infestation ability, the Infestor Swarm may choose to neutralize the poison.
NOTE: If being used in a Pathfinder game, the poison rules are already implemented for this monster and may not be applied again.

Overwhelming Infestation (Ex): An Infestor Swarm that is part of a Swarmlord's swarm may use their Infestation ability and Poison ability on any creature that the Swarmlord could use their Infestation ability on.

Hive Mind (Ex): So long as the Infestor Swarm has 1 hp per HD (6 for a standard Infestor Swarm), the swarm has an Intelligence of 2. When an Infestor Swarm is reduced below this hit point threshold, it becomes mindless. Additionally, if the Swarm is reduced to 0 hit points, it disperses as normal. However, the Swarm has a 10% chance to reform by itself 1 day after its destruction if it is within an environment that contains a decent number of creatures of similar size or smaller (Diminutive or smaller for a standard Swarm), though such an occurrence creates a 'rogue' Infestor Swarm and is free to act on its own (it is still vulnerable to the 'Adoption and Abdication' adaption if it was previously part of a Swarmlord's swarm).

An Infestor Swarm understands any languages that its Swarmlord does, though it does not speak. A rogue Infestor Swarm does not understand any languages beside Sylvan and any attempts to communicate or perceive their thoughts will merely voice its natural instincts of infestation of the closest beings.

Any feedback would be appreciated as this is the first time I've put up a monster to be critiqued.

Tsunamiatunzen1
2017-04-25, 06:24 PM
Reserved for change log and any additions such as feats.

Change Log:
4/26/17- Made link to Swarmlord class more noticeable, bolded (Ex) abilities
4/27/17- Changed Poison neutralization to be Infestor Swarm's choice instead of target's

Debihuman
2017-04-26, 03:12 AM
Your swarm looks to be a decent monster. A link to the swarmlord would be helpful.


An Infestor Swarm understands any languages that its Swarmlord does, though it does not speak. A rogue Infestor Swarm does not understand any languages beside Sylvan and any attempts to communicate or perceive their thoughts will merely voice its natural instincts of infestation of the closest beings.

I'd give the swarm an Int 3 rather than 2 since they are based on magical beasts and can understand a language even if they can't speak. These aren't familiars or animal companions so the ability to understand a language must come from the swarmlord (and probably should be within hearing unless you give them telepathy at a distance. Otherwise, they should just know a few tricks as per the Handle Animal skill provided a swarmlord has that skill and can use it on the swarm. See here: http://www.d20srd.org/srd/skills/handleAnimal.htm

Debby

FYI: The special ability (Ex): doesn't need a period after it but it should be bolded as well.

Tsunamiatunzen1
2017-04-26, 04:00 AM
The link to the Swarmlord is already there. I'll change it to make it more noticeable.

The 2 Int. is more for the Infested Template that the Swarmlord has since it changes mental stats to the ones listed. Perhaps a 3 would do for rogue swarms but it becomes non-negotiable after the template has been added and the swarm becomes part of the Swarmlord's swarm.

Yes, the Swarmlord has the appropriate skill and actually receives bonuses if they are within their swarm. However, they also have a Special Quality named Hive Mind (not the same as a creature with the swarm subtype's hive mind, confusing I know). This allows them to give them commands though the distance hasn't been specified since the Hive Mind ability was more for fluff from what I understood.

O.K. thanks for the heads up!

Tsunamiatunzen1
2017-04-27, 11:42 AM
So I have a question for anyone interested in this. How would a feat that keeps trying to reapply Infestation so long as they are poisoned sound?
This would be a feat that a Swarmlord could get but could be applied to the Infestor Swarm or anything within their swarm.

Requirements: Swarmlord Level 6, Poison Evolution
Benefit: Any target suffering from a Swarmlord's poison that is also an eligible target for the Swarmlord's Infestation ability must also make saving throws against Infestation if they fail any secondary saving throw from their poison. If the target fails against Infestation, the Swarmlord may choose to neutralize the poison.

Special: The Swarmlord may apply the benefit of this feat to any creature within their swarm that possesses the Poison (Ex) ability and the Infestation (Ex) ability.