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    Default Horrid Earwigs

    Horrid Earwigs
    By Josh "The Vorpal Tribble" Schrader


    Horrid Earwig Swarm
    Dimunitive Magical Beast (swarm)
    Hit Dice: 7d10 (38 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), climb 20 ft.
    Armor Class: 17 (+3 dex, +4 size), touch 17, flat-footed 14
    Base Attack/Grapple: +7/-
    Attack: Swarm (2d6)
    Full Attack: Swarm (2d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, divide and conquer, ear burrow, whispers
    Special Qualities: Darkvision 60 ft., swarm traits
    Saves: Fort +5, Ref +8, Will +5
    Abilities: Str 3, Dex 16, Con 10, Int 7, Wis 12, Cha 15
    Skills: Bluff +6, Climb +11, Listen +6, Spot +6
    Feats: Ability Focus (Distraction), Alertness, Iron Will
    Environment: Temperate forest or swamp
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually neutral evil
    Advancement: -
    Level Adjustment: -

    On the other side of the door, you can hear rustling and scuttling, a horrid insect sound. As you open the door, the smell of old leaves and sweat washes over you. The room inside is covered in overlarge insects, crawling on every available surface. In the middle of the room, a man sits, clutching his head, covered from head to toe. Blood drips from his ears, and he looks up at you with terror on his face. "Help me," he pleads. "I can't hear anything, but I can still hear them!"

    Horrid earwigs are vile creatures who make raids on the lands of large groups of people, eating and destroying the citizens while keeping just enough alive to spawn the next generation. Some earwigs purposely keep their hosts alive for lengthy periods to search out new locations of food or other errands beneficial to the swarm.
    Swarms not hungered will often wreak havoc with populations, spreading lies and rumors through the lips of their hosts until it turns on itself. Why they do this is unknown unless it is simply for entertainment.


    Strategies and Tactics

    Horrid earwigs prefer small groups, swarming and eating away at the majority, while leaving one to become infested.
    Horrid earwigs prefer small groups, swarming and eating away at the majority, while leaving one to become infested.

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

    Divide and Conquer (Ex): A horrid earwig swarm may fragment themselves into a number of individual units. As a move action the swarm may split into two identical swarms, each with half of the originalís current hit points (round down). The split swarm appears in an adjacent square. Each swarm may continue to split. A swarm with 5 hit points or less cannot be further split and is destroyed if reduced to 0 hit points.

    A horrid earwig swarm with 5 hit dice or less has their swarm damage reduced to 1d6.

    Ear Burrow (Ex): Each round the horrid earwig swarm deals damage to a creature of Tiny-sized or larger, there is a 20% chance that they burrow into the victim's ear and ruptures the eardrum, deafening it permanently. A remove blindness/deafness spell does not replace the lost drum or cure the deafness. A healing spell restores both the eardrum and hearing.
    The earwigs remain within unless a DC 15 heal check is made to remove it. If the check fails by 5 the creature is still removed but deals an additional 1 point of damage to the victim.
    If not removed eggs may be laid at anytime within the victim's ear and hatch 2d6 days later. The larvae burrow towards the brain, dealing 1 point of intelligence and wisdom drain per day. A Repel Vermin, Remove Disease, or any other ability that cures disease destroys the larvae.
    A Giant Vermin spell cast upon the victim causes the earwig to grow and burst out, dealing 2d6 points of damage to the victim and dislodging the earwig.
    The earwig's twitching cerci just within the victim's ear can be noticed with a DC 15 spot or search check. One with 4 or more ranks in Heal gains a +5 bonus to their check to notice.

    Whispers (Su): An earwig that dwells within one's ear continuously whispers evil suggestions directly into it's mind. This bypasses the victim's deafness. The victim acts as if under the influence of the Charm spell, though believes it is it's own voice it is listening to. The first suggestion the earwig gives is for the victim to not check its ears and threfore not notice the earwig within. This is a mind-affecting effect.

    Skills: A horrid earwig swarm has +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A horrid earwig swarm can always choose to take 10 on a Climb check, even if rushed or threatened.

    -=-=-=-=-=-

    Horrid Earwig

    Dimunitive Magical Beast
    Hit Dice: 1/4d10 (1 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), climb 20 ft.
    Armor Class: 17 (+3 dex, +4 size), touch 17, flat-footed 14
    Base Attack/Grapple: +1/+0
    Attack: Bite +8 melee (1 non-lethal) or Touch +8 melee (ear burrow)
    Full Attack: Bite +8 melee (1 non-lethal) or Touch +8 melee (ear burrow)
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Ear burrow, whispers
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 3, Dex 16, Con 10, Int 7, Wis 12, Cha 15
    Skills: Bluff +6, Climb +11, Listen +3, Spot +3
    Feats: Iron Will, Weapon Finesse(B)
    Environment: Temperate forest or swamp
    Organization: Solitary or Swarm
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Usually neutral evil
    Advancement: -
    Level Adjustment: -

    Strategies and Tactics
    Horrid earwigs prefer small groups, swarming and eating away at the majority, while leaving one to become infested.

    Ear Burrow (Ex): If an earwig hits with a touch attack, it uses its six legs to latch onto the opponentís body. An attached earwig is effectively grappling its victim. A horrid earwig has a +15 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached earwig can be struck with a weapon or grappled itself. To remove an attached earwig through grappling, the opponent must achieve a pin against the earwig.

    While grappling an earwig may attempt to move into its victim's ear with another successful grapple check. Once within it may remain there without causing damage, or it may burrow into the victim's ear and rupture the eardrum, deafening it permanently in that ear, causing a -5 penalty to listen checks. If both eardrums are ruptured the victim becomes completely deaf. A remove blindness/deafness spell does not replace the lost drum or cure the deafness. A healing spell restores both the eardrum and hearing.
    The earwig remains within unless a DC 15 heal check is made to remove it. If the check fails by 5 the creature is still removed but deals an additional 1 point of damage to the victim.
    If not removed, eggs may be laid at anytime within the victim's ear and hatches 2d6 days later. The larvae burrow towards the brain, dealing 1 point of intelligence and wisdom drain per day. A Repel Vermin, Remove Disease, or any other ability that cures disease destroys the larvae.
    A Giant Vermin spell cast upon the victim causes the earwig to grow and burst out, dealing 2d6 points of damage to the victim and dislodging the earwig.
    The earwig's twitching cerci just within the victim's ear can be noticed with a DC 15 spot or search check. One with 4 or more ranks in Heal gains a +5 bonus to their check to notice.

    Whispers (Su): An earwig that dwells within one's ear continuously whispers evil suggestions directly into it's mind. This bypasses the victim's deafness. The victim acts as if under the influence of the Charm spell, though believes it is it's own voice it is listening to. The first suggestion the earwig gives is for the victim to not check its ears and threfore not notice the earwig within. This is a mind-affecting effect.

    Skills: A horrid earwig has a +4 racial bonus on Bluff checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A horrid earwig can always choose to take 10 on a Climb check, even if rushed or threatened.

    Horrid Earwig Lore
    Characters with ranks in Knowledge (arcane) can learn more about horrid earwigs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    {table=head]DC|Result

    7|This little creature appears to be a large earwig, a horrible little creature that burrows into one's ear, deafening them and laying eggs inside.
    12|This is a horrid earwig, an intelligent creature that is capable of whispering into it's victim's ear to talk them into committing evil deeds. This result reveals it as a magical beast.
    17|Horrid earwigs often come in swarms, eating and deafening their prey in large numbers.
    22|Horrid earwig swarms are said to split off into multiple smaller swarms to pursue their own goals and then return to the main mass later.
    27|Horrid earwigs will usually leave one alive to serve as a host for breeding and carrying out their will.[/table]

    Ecology
    Horrid earwigs were originally created by a circle of evil druids to clear out small villages and reclaim them for the forest. They were successful, but afterwards lost control of their creations. The horrid earwigs bred true, and have spread through the world ever since.
    Environment: Horrid earwigs prefer temperate forests with thick underbrush. They seek out humanoid settlements to seek new victims to act as hosts for the next generation.
    Typical Physical Characteristics: A horrid earwig appears much as an overly large earwig with lengthy cerci twitching and writhing behind them energetically. The movements of horrid earwig swarms seem coordinated and intelligent.
    Alignment: Horrid earwigs enjoy killing, and do so far more than they need to survive. They are organized, but only loosely. They are neutral evil.

    Society
    Horrid earwigs act in groups to overwhelm their prey. They are organized into loose swarms that split when they have enough members.

    Typical Treasure
    Horrid earwigs have no use for treasure. However, they often have their hosts carry baubles to attract other humanoids. They have standard treasure for their challenge rating.
    Last edited by Jack Mann; 2007-10-25 at 10:04 PM.