GITP Monster Competition XIX - Creepy Crawlies (CLOSED)
We hope that, when the insects take over the world, they will remember with gratitude how we took them along on all our picnics. - Bill Vaughan
On the ground, in the air, underwater and beneath your feet you will find the lowly masses that creep, scurry, skulk and gnaw upon the world. They are often unseen, yet they surround us... and they outnumber us a billion to one.
They may be graceful beauties who alight upon the blossoms or a ravenous pestilence who feed on carnage and ruin.
What chitters in the dark corners of your mind?
_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/
The contest begins with the posting of this thread and will continue until Midnight of March 20th (EST).
Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.
1. You will be creating an 'original' D&D monster. Creatures that infest and swarm. Vermin, rodentia, and pests. They do not necessarily have to be part of a swarm, nor do they have to be mindless. Giant versions of minuscule creature are fine as well. They must all just keep to the 'creepie crawlie' theme.
2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional. Incomplete entries will be disqualified upon the deadline.
3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).
4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate threadhere.
5. One entry per participant. No double-teaming.
6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.
7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.
Last edited by The Vorpal Tribble : 04-01-2008 at 10:12 PM.
Here is also the specifics on making swarms if you require it: Swarm Subtype
As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread.
Speed: (# squares)
Armor Class: (), touch, flat-footed Base Attack/Grapple:
Saves: Fort +, Ref +, Will + Abilities: Str , Dex , Con , Int , Wis , Cha Skills:
Plot Hook/Story if any
Last edited by The Vorpal Tribble : 02-29-2008 at 02:57 PM.
Re: GITP Monster Competition XIX - Creepy Crawlies
Limb Louse Size/Type: Diminutive Vermin Hit Dice: 3d8 (13 hp) Initiative: +3 Speed: 15 (3 squares); Burrow 5 Armour Class: 20, touch 17, flat-footed 17 (+4 size, +3 dex, +3 natural) Base Attack/Grapple: +2/-12 Attack: Bite (1d2 -2 plus poison) +4 melee Full Attack: Bite 1d2 -2 plus poison) +4 melee Space/Reach: 1 ft./0 ft. Special Attacks: Numbing Poison, Burrow Special Qualities: Slow Host, Infest, Blind Sense, Somnia Sense Saves: Fort +3, Ref +4, Will -2 Abilities: Str 7, Dex 17, Con 10, Int —, Wis 5, Cha 10 Environment: Temperate Bogs and Plains Organization: Lone, Infestation (2-10) Challenge Rating: 3 Treasure: None Alignment: Neutral Advancement: By HD; 3-5 (diminutive), 6-10 (small), 11+ (medium)
The limb louse is of little interest apart from its unusual lifecycle. To reproduce it must be swallowed by a creature of large size or bigger. To achieve this it burrows into the flesh of other creatures and impairs their motor functions with the aim of getting their host swallowed. Once inside a suitably large creature it will emerge from its old host and latch to the stomach wall where it will begin to suck blood and grow. Upon reaching a larger size it will fill the stomach with its eggs, before completely paralysing its victim. The eggs then hatch and the grubs eat their first meal before metomorpesising into adult lice and seeking out a host to begin the cycle anew. The new lice will survive for two weeks before dying unless they find a suitable host.
Numbing Poison (Ex) Anyone subject to the louse's bite attack is injected with its venom. Initial damage is a loss of feeling in the area of the bite (meaning that the victim will not be aware of it unless they see it or have it pointed out to them) secondary damage is the loss of voluntary movement. The poison save is DC 11, fortitude (con based).
Burrow (Ex) After biting a creature of small to large size, a louse may make a grapple check. If successful they burrow into the flesh of the creature. While burrowed into the flesh they cause no damage or visible marks apart from the small wound made when they enter. A remove disease spell will force the parasite to leave. If the target is sleeping or otherwise helpless it does not need to establish a grapple. If the louse is not removed after a month it dies and the host's body breaks it down naturally.
Slow Host (Ex) While Burrowed into a host the louse may (as a free action) release a toxin which numbs their voluntary motor functions for 2d6 rounds. The victim looses any fly speeds which rely on wings and any other form of movement which relies on limbs is cut in half.
Infest (Ex) If a small to large host is swallowed by a huge or bigger creature then the louse will detach itself (causing a point of con damage to the host in the process). It then attaches itself to the wall of the swallower's stomach. For each day it remains attached it gains 1 HD. Each day the host may make a DC 20 fort save (con based) to expell the parasite. Upon exceeding 10 HD it becomes an egg sack louse (see below).
Blind Sense (Ex) The louse is able to sense any warm blooded creature within 40 feet of itself, as per the blind sense special ability.
Somnia Sense (Ex) The louse is aware if any creature it can sense is asleep or disabled, as long as the creature is also warm blooded.
Egg Sack Louse
An egg sack louse is a limb louse which has attached itself to a huge (or larger) creature's stomach wall and grown to 11 HD or more. Casting cure disease on the host will expell the paracite (killing it) and destroy any eggs it has laid. It is identical to a Limb Louse of the same HD apart from the following additional traits;
Movement: The Louse may only move along the stomach wall of its host.
Lay Egg A louse may produce eggs at a rate of 1d6 per day. A single egg is treated as a fine object with hardness 2 and 5 HP.
Paralyse When the host's stomach is full of eggs the louse will release a large, constant dose of numbing toxin. The host will take 1d6 points of str and dex damage per hour. An hour after both have reached zero then the eggs will hatch into infant lice (treat them as Limb Lice with 1 HD and lacking the burrow and sense abilities). These lice will eat the host from the inside dealing 1 point of con drain per hour. When the host reaches 0 con it dies and the lice burrow out, fully developed.
The louse is mindless and will not use any complex tactics. It will use its somnia sense to try and inhabit a suitable host, then use its Slow Host ability to get it swallowed. It may try and infect a conscious host if it is nearing the end of its 2 week life cycle.
This is a limb louse, a species of parasitic louse which prevents its host from moving.
It will try to get its host swallowed by a larger creature so it can reproduce. It has a bite which is numbing but non-fatal.
It rarely attacks non-sleeping individuals.
The PCs are convinced to take part in a risky plan to defeat a dragon: One of them must allow themself to be infected by a limb louse and swallowed by it.
A friend of the PCs who has recently left to slay a large creature has (unknowningly) been infected. The PCs must find and cure him before he is eaten alive.
A large metallic dragon has been infected by a louse and begs the PCs to find and cure him.
The PCs agree to slay a monster in a cave, however they are warned to be wary while resting.
Re: GITP Monster Competition XIX - Creepy Crawlies
Hit Dice: 1d10 (5 hp)
Speed: 10 ft. (2 squares). climb 10 ft.
Armor Class: 14 (+2 size, +2 dexterity), touch 14, flat-footed 12 Base Attack/Grapple: +0/-10 Attack: +4 bite (1d2-2) Full Attack: +4 bite (1d2-2) Space/Reach: 2½ ft./0 ft. Special Attacks:Dancing lights, powdered glass Special Qualities:Construct traits, DR 2/bludgeoning, darkvision 60 ft., immunity to magic, low-light vision. Saves: Fort +0, Ref +2, Will +2 Abilities: Str 6, Dex 14, Con -, Int -, Wis 14, Cha 8 Skills: -- Feats: Weapon Finesseb Environment: Any Organization: Solitary, Swarm Challenge Rating: 1/2 Treasure: -- Alignment: Always neutral Advancement: -- Level Adjustment: --
Description/background/characteristics A small tapping sound heralds this creature, a slightly oversized spider fashioned out of translucent blue glass. As it moves, flashes of other colors may be seen within its body.
First designed by a particularly odd mage-smith, glass spiders are often employed as cheap sentries for those that prefer to be forewarned rather than well protected. They are also sometimes used by trainee artificers, who construct them as practice before tackling more complicated projects, such as homunculi or golems, as it shares techniques utilized in the construction of both.
Typically, the moment a glass spider detects any creature other than its master or another glass spider, it sends up dancing lights. Because of this, glass spiders are kept safely locked away when guests are expected, lest any gathering be filled with a near cavalcade of colors and lights.
Dancing Lights (Sp): A glass spider may use this ability once per minute. Its caster level is equal to its hit die.
Immunity to Magic (Ex)
A glass spider is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage grants a glass spider temporary hit points equal to the spell's level.
A magical attack that deals sonic damage affects a glass spider normally, and negates its damage reduction for 1 minute.
When a glass spider is destroyed, its body explodes into a cloud of finely ground glass powder. This cloud poisons all creatures within 5 ft of the glass spider.
Inhalation DC 10
Blind 1 round
A glass spider’s body is crafted out of translucent blue glass, weighing no more than 2 pounds. This glass, made partly out of powdered gemstones and sliver, has qualities shared by crystal and rock, and costs 200 gp. Crafting the body requires one each of DC 13 Craft (Glassblowing) and DC 13 Craft (Sculptor) checks.
CL 5th; Craft Construct, spider climb, resistance, poison, dancing lights, caster must be at least 5th level; Price 1200 gp; Cost 700 gp + 48 XP.
"...Grant us in our direst need, the smallest gifts: the nail of the horseshoe, the pin of the axle, the feather at the pivot point, the pebble at the mountain's peak, the kiss in despair, the one right word. In darkness, understanding." Lois McMaster Bujold, Paladin of Souls.
Re: GITP Monster Competition XIX - Creepy Crawlies
Small Vermin Hit Dice: 1d8 (4 HP) Initiative: +2 Speed: 10 ft. (2 squares), Burrow 10 ft. Climb 10 ft. Fly 40 ft. (Poor) Armor Class: 17 (+1 Size + 2 Dex, +4 Natural), touch 13, flat-footed 15 Base Attack/Grapple: +0/-5 Attack: Bite +0 melee (1d3-1) or Claw -5 (1d3-1) Full Attack: Bite +0 melee (1d3-1) and 6 Claws -5 (1d3-1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Song, Darkvision 60 ft., Vermin traits Saves: Fort +2, Ref +2, Will -1 Abilities: Str 8, Dex 14, Con 10, Int Ø, Wis 9, Cha 6 Skills: +6 Climb, +10 Hide Feats: - Environment: Any non-cold Organization: Nest(2-5), Swarm(6-11), Plague(25+) Challenge Rating: 1 Treasure: - Alignment: Neutral Advancement: 2-3(Medium), 4-7(Large) Level Adjustment: -
Most Monstrous Cicadas spend a good part of their lives hibernating in the ground, between 10 and 80 feet beneath the surface, feeding on roots and nutrients in the soil. They usually only leave the ground to mate (they leave a 5 foot-wide exit-tunnel) on a life cycle based on a prime number of years (5, 13, 17)
When they do come out of their tunnels, regional plagues of Cicadas may number in the thousands. They eat very little for their size, and usually die a few months after mating. The newborns are exactly like the Monstrous Cicada, except they are Tiny sized and lack the ability to fly. Upon being born, they immediatly begin to burrow into the ground to hibernate for the next cycle.
Sometimes, a nest will leave their burrows early, and such groups pose a minor nuisance to communities around the world. A steady influx of these early Cicadas can herald a swarm in the next few years.
A Cicada has a +8 racial bonus on Climb checks, and a +4 racial bonus on Hide checks.
Cicadas make little attempt to maneuver around objects, and will often only move in a straight line towards their goal. They will attempt to grapple with anything that comes within their path as a natural response, clinging onto it until they can climb around it and continue their path.
Monstrous Cicadas make no effort to attack non-plant animals (they are herbivores) but many adventurers have foolishly gotten themselves killed while attacking one of the loud insects.
When above ground, a Cicada produces an extremely loud mating song, capable of deafening people at close ranges. Characters within range suffer a penalty to their listen checks, and a concentration penalty equal to half that. The penalty continues to ring in one's ears long after they distance themselves from the Cicada, and it takes 1d4 hours to naturally remove a -1 penalty from the Cicada's Song.
A single Cicada's song can be heard from hundreds of feet away, swarms can be detected from miles, though the direction of the sound is impossible to determine. At 60 feet, characters suffer a -1 penalty to their listen checks and must make a DC 5 Concentration check to cast any spell or preform a complex skill check. For every additional 5 feet they are closer to the Cicada, they suffer another -1 penalty. Characters within 10 feet of a Cicada suffer 1 sonic damage each round. When a character's listen modifier equals -25, they are permanently deafened until their eardrums are magically healed.
When a Cicada is damaged, it continues to make its Song, except now there is a 50% chance for each Cicada within 30 feet to attack the aggresor for 1d4 rounds. Multiple songs stack in dealing listen and concentration penalties.
DC 10: They only come out of the ground on prime-number based cycles.
DC 15: The last major swarm occured X years ago. (DM's disgression)
DC 20: Despite their ferocious appearance, they are non-violent.
The Monstrous Cicada may not even be used in combat to provide a challenging encounter for the party. A swarm of just dozens of Cicadas can be a greatly feared catastrophe.
A swarm is migrating across the countryside at a rate of 36 miles a day. The party must help a village caught in the path to safety, or find a way to stop the swarm.
The party has discovered an entire town/city abandoned, with holes all over the ground in the surrounding wilderness. Upon discovering a secret hide-out in the mountains, it is revealed that the residents have fled their homes for a few months every cycle to escape the Cicadas' dangerous song.
A nest of Cicadas have been slowly destroying a dryad's forest every cycle when they plant their eggs in the bark of trees.
A deaf wizard has unleashed a horde of Cicadas around his tower for privacy. The locals are not pleased.
__________________ Paragon Badger (14 HP)
Str 23, Dex 32, Con 30, Int 17, Wis 27, Cha 19
AC: 33, Claw: +29 Melee (1d2+19)
Body by Jake Army. Avatar by Kyace.
Last edited by Paragon Badger : 03-12-2008 at 04:56 PM.
Re: GITP Monster Competition XIX - Creepy Crawlies
Medium Vermin HD 8d8 +24 (60 HP) Speed 30 ft. (6 squares) Init: +1 AC 19; touch 11; flat-footed 18
(+1 Dex, +8 natural) BAB +6; Grp +8 Attack Slam +8 (1d8+2) Full-Attack 2 slams +8/+3 (1d8+2) Space 5 ft.; Reach 5 ft. Special Attacks Special Qualities Vermin Traits Saves Fort +X Ref +X Will +X Abilities Str 14, Dex 12, Con 16, Int 12, Wis 10, Cha 10 Skills Diplomacy +11, Appraise +12, Knowledge (Local) +12 Feats Environment Organization Solitary Challenge Rating 4 Treasure Normal Alignment Usually neutral Advancement 9-14 (Medium), 15-19 (Large)
Before you is a monstrous verminous bug. It's armor hard back and brown, arched abdomen are divided up into rigid bow-like sections. Its many small limbs are incessantly moving with very different motions as it skitters back in forth in front of you.
These giant insects, also sometimes known as Kafkas, are a mystery of the supernatural. Nobody is entirely sure where they come from, or what exactly they are. It has been determined that most can understand various forms of common speech, although they cannot speak themselves. They are rarely violent, but are often attacked just for their appearance.
Gregors usually try to shy away from combat, despite many disturbed peoples' drive to exterminate them. They will try to avoid fighting and make some kind of peace with those who would attack them, and if this fails, flee. They will only fight in self defense, and even then rather ineffectively.
Thought you might like this. It wasn't put together perfectly, and it isn't particularly creepy, but I like it. For those who don't get the reference, I take no credit for the very original idea, nor most of the description, although a giant cockroach isn't particularly original anymore.
__________________ Quote of the [insert timeframe here]: (Week? Perhaps! Year? Also maybe.)
"Those who have learned to walk on the threshold of the unknown worlds...may then with the fair white wings of Imagination hope to soar further into the unexplored amidst which we live."
-Augusta Ada Lovelace
Re: GITP Monster Competition XIX - Creepy Crawlies
Size/Type: Small Vermin Hit Dice: 3d8+3 (16 hp) Initiative: +3 Speed: Land 30 ft. (6 squares), Burrow 15ft. (3 squares) Armor Class: 16, touch 14, flat-footed 13 (+1 size, +3 dex, +2 natural) Base Attack/Grapple: +2/-3 Attack: Bite +2 melee (1d6-1) Full Attack: Bite +2 melee(1d6-1+1d4 acid) Space/Reach: 5 ft./5 ft. Special Attacks: Brain Burrow Special Qualities: Damage Reduction (5/Piercing), Darkvision. Vermin traits Saves: Fort +4, Ref +4, Will +2 Abilities: Str 8, Dex 16, Con 12, Int —, Wis 12, Cha 8 Skills: - Feats: - Environment: Underground Organization: Pair, Group (3-5), Swarm (5-10 plus queen mynithar beetle) Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 4-5 (Small) Level Adjustment: -
This oily-black insect is about a foot long with a single large, chitinous shell covering its entire back. Its six spindly legs are tipped with small claws and its eyes are dark green and segmented. On its head is a large round mouth surrounded with a row of teeth that move independently of each other. A slimy orange substance drips from its horrid maw
The mynithar beetle is a creature run by instinct to hunt for its favourite food: brain matter. It can devour dozens of smaller insects a day to maintain a regular diet, but it is usually drawn to larger, more intelligent creatures. When attempting to devour the brain of a larger creature, the mynithar beetle will attack in groups in order to overpower its prey. They then latch onto their victims head, burrow into its skull and begin feeding on the juicy contents. While doing this, they will send tendrils into the subjects brain which convey impulses to the victim, making it believe that the beetle is as much a part of it as its own limbs, and will endeavour to protect it as such, while slowly loosing its mind. Once the victims brain has been fully devoured, the beetle falls off and begins the search for its next meal.
The mynithar beetle rarely travels alone, and will sometimes be in the company of several beetles plus a queen. The stats of a queen are shown below:
Queen Mynithar Beetle
Size/Type: Medium Vermin Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: Land 20ft. (4 squares), Burrow 10ft. (2 suares), Fly 60ft. (12 squares, Perfect maneuverability) Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural) Base Attack/Grapple: +3/+2 Attack: Bite +2 melee (1d6-1) Full Attack: Bite +2 melee (1d6-1+1d4 acid) or Stinger +2 melee (1d4-1) Space/Reach: 5 ft./5 ft. Special Attacks: Brain Burrow, Lay Eggs Special Qualities: Darkvision, Vermin traits Saves: Fort +5, Ref +4, Will +2 Abilities: Str 8, Dex 16, Con 12, Int —, Wis 12, Cha 8 Skills: - Feats: Flyby Attack (B), Hover (B) Environment: Underground Organization: Swarm (1 plus 5-10 mynithar beetles) Challenge Rating: 3 Treasure: None Alignment: Always Neutral Advancement: 6-8 (Medium) Level Adjustment: —
This huge, oily-black insect is about 4-5 foot long and seems to resemble a large wasp, only instead of a stinger, it has a long tube at the base of its huge abdomen. A large, round maw surrounded by sinister teeth is a prominent feature of its face, along with a pair of green, segmented eyes. Its large wings are semi-transparent and lined with black veins.
The queen mynithar beetle is the female version of the mynithar beetle, and is the only kind that can reproduce. Like the male, its main source of food is the brain matter within living beings, but it also uses its victims as hosts for its eggs. Even if the queen is removed, the victim is almost certain to die a horribly painful death once the eggs hatch.
Brain Burrow (Ex): After making a successful grapple check against a target larger than itself, the mynithar beetle will then attempt to burrow into its victims skull and being to feed. The beetle makes a full attack against its prey's flat-footed AC. If it hits, the victim must make a fortitude save of DC 14 (DC 15 for queen) plus the beetles acid damage this round. If the subject fails, the beetle has successful attached itself to its victims head and begins feeding. The subject becomes a willing host and will do everything in its power to protect the beetle from harm, while taking 1d3 permanent Int damage every hour. The beetle will remain attached for 24 hours plus an additional 12 for every size category above medium its host is, after which it falls off. While attached to a host, a mynithar beetle cannot attack, but gains a +2 circumstance bonus to its AC. A queen does not gain this bonus. If a beetle dies, it instantly falls off its victim. The DC for this is Wisdom based.
Lay Eggs (Ex): Once a day, while attached to a host, a queen will attempt to lay her eggs in its victims stomach. The queen makes a full attack with its stinger against its hosts flat-footed AC. If it hits, the victim must make a fortitude save of DC 15 plus the queens damage this round. If the subject fails, the queen successfully lays 1d6 eggs in its stomach. After 24 hours, the eggs hatch into mynithar beetles. Each egg has a 10% chance of being a queen. The DC for this is Wisdom based.
Eggs can only be discovered on a DC 15 health check, while removing them requires an extended heal action (DC 20) for 10 rounds.
When found alone, a mynithar beetle will flee in order to find more beetles. When there are more adventurers than beetles, they will attack to kill until there are more beetles than adventurers. Then, they will attempt to grapple their foe's in order to use their brain burrow ability. When in the company of a queen, beetles will usually attack a single target en mass in order to weaken it for the queen. Queens will usually attack while flying. A host of a mynithar beetle will attempt to defend itself and its "guest".
These are Mynithar beetles and they are carnivorous
They attack intelligent creatures and rarely travel alone.
They eat brain matter and control their victims while eating.
A group of beetles are good to throw against players while they are travelling around underground.
The players are wandering when they come across a dead body that is full of mynithar beetle eggs, just as they are about to hatch
The players are investigating the cellar of a bar when they find a tunnel that leads to a hive of mynithar beetles.
The players are asked to investigate a prison wing where the prisoners have rioted. It turns out that while digging an escape tunnel, the prisoners came upon a hive of mynithar beetles, who have taken over the prisoners minds. A queen has taken over the mind of the strongest prisoner and is guarded by the others deep within the wing.
A dwarves mine has come across a large swarm of mynithar beetles. Several of their fellows have already fallen prey to them and their queen. The dwarves ask the adventurers for help in exterminating the insects.
Re: GITP Monster Competition XIX - Creepy Crawlies
Fine Undead (Swarm) Hit Dice: 9d12 (58 hp) Initiative: +3 Speed: 20 ft. (4 squares); climb 20 ft. Armor Class: 23 (+3 Dex, +8 size, +2 natural), touch 21, flat-footed 20 Base Attack/Grapple: +4/— Attack: Swarm 2d6 Full Attack: Swarm 2d6 Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, hamper movement Special Qualities: Blindsight 60 ft., no ears in the mix, immunities, mindless, turn resistance +2, swarm traits, undead traits Saves: Fort +3, Ref +6, Will +8 Abilities: Str 6, Dex 17, Con –, Int –, Wis 14, Cha 3 Skills: — Feats: — Environment: Any Organization: Solitary, limb (2-5), or body (5-10 plus skeletons, zombies, or flesh golems) Challenge Rating: 7 Treasure: Alignment: Always neutral Advancement: 10-20 HD (Fine) Level Adjustment: —
The ground in front of you is covered in what appears to be a pile of human toes and fingers in various stages of decay. Something moves underneath the pile, and suddenly the thousands of digits themselves begin to moving, swarming towards you!
Digits swarms are usually the brainchild of slightly insane necromancers and other dabblers in the dark arts. Composed of thousands of severed fingers and toes brought to a hideous semblance of life through dark necromantic rituals, these swarms appear to serve no other purpose than the scare and maim. Surprisingly fast for a mass of severed extremities, the fingers and toes that make up the digit swarm move like horrible inchworms, contracting and expanding as they rush toward their target.
Being mindless, digit swarms rarely do things of their own volition. In general, they are places in pits or other areas within the creator’s lair in order to stop would-be adventurers and other assailants. When a digit swarm senses a creature within the area of its blindsight, it usually moves directly toward the creature and uses its swarm attack along with distraction and hamper movement to keep the intruder at bay.
Often, a digit swarm will be accompanied by at least a few skeletons or zombies, though many powerful necromancers may instead utilize flesh golems, boneclaws (MM3), or other advanced undead alongside the swarm.
Distraction (Ex): Any living creature that begins its turn with a digit swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
No Ears in the Mix (Ex): Digit swarms don’t have any means of hearing things; they automatically fail Listen checks and have a +4 racial bonus on saves against spells and effects with the [Sonic] descriptor.
Hamper Movement (Ex): The thousands of animated digits that make up a digit swarm constantly grab at and assault those they surround. Any creature that begins its turn with a digit swarm in its space must make a Concentration check (DC 14) in order to cast a spell with somatic components, and the speed of creatures within the area occupied by the swarm is halved until they leave that area.
Immunities: A digit swarm's type, subtype, and special abilities give it immunity to the following: effects that require a Fortitude save (unless they also work on objects or are harmless); poison, sleep effects, paralysis, stunning, disease, and death effects; critical hits, non-lethal damage, ability drain, and energy drain; damage to physical ability scores; fatigue and exhaustion effects; death by massive damage; mind-affecting effects; spells that target a specific number of creatures; trip, grapple, and bull rush attacks; and weapon damage.
Characters with ranks in Knowledge (Religion) can learn more about digit swarms. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.
This hideous assortment of fingers and toes is a digit swarm, a living mass of undead human extremities brought to life through necromantic magic. This reveals any Undead traits.
The digit swarm's grasping fingers and other parts constantly slow and distract those engulfed by the swarm.
The digit swarm is immune to weapon damage and a host of other things, but it's constituent parts are especially vulnerable to high winds and area attacks.
An entrepreneur in a small town recently bought a building on the outskirts of town in the hopes of turning it into a tavern and inn. The former owner was a mysterious robed figure, and since he started moving in to the building, the new owner has heard strange crawling and scratching sounds coming from beneath the floorboards. His wife, while cleaning, discovered a secret doorway that opens to what appears to be a staircase to the basement.
Visitors to the local cemetery have been horrified to find several corpses exhumed and desecrated. Hands and feet have been removed from all the corpses, and in many cases the humanoid tracks that lead to and from the graves are accompanied by strange, unidentifiable tracks that appear almost like what one would expect from large inchworms.
A mad wizard, bent on being the most powerful arcanist in the land, has begun kidnapping spellcasters and severing their extremities in an attempt to prevent them from being able to perform the complex gestures required by many of their spells. However, unknown to the wizard, his lair was formerly the site of a temple to Orcus, and the residual necromantic energies in the place have begun to give sentience to the severed appendages.
The Playgrounder Formerly Known as rtg0922
Re: GITP Monster Competition XIX - Creepy Crawlies
Diminutive Aberration (swarm, chaotic) Hit Dice: 10d10+10 (65) Initiative: +4 Speed: 30 feet (6 squares) climb 20 feet Armor Class: 19 (+4 dex, +1 dodge +4 size), touch 19, flat-footed 14 Base Attack/Grapple: +7/-- Attack: Swarm attack 2d6+poison Full Attack: Swarm attack 2d6+poison Space/Reach: 10/0 feet Special Attacks: distraction, poison Special Qualities: blindsight 100 feet, immune to weapon damage, swarm traits, chaotic Saves: Fort +4, Ref +7, Will +7 Abilities: Str 2, Dex 19, Con 12, Int 12, Wis 10, Cha 5 Skills: hide +10, listen +14 spot +8 climb +12 Feats: Ability focus (poison), Run, dodge Environment: Any land or Underground Organization: Single, Mass (2-4 swarms), Tide (5-9 swarms) Challenge Rating: 7 Treasure: none Alignment: Always Chaotic Neutral Advancement: none Level Adjustment: none
The Raver is a very small aberration creature of disputed origins (either spawned off of the corpse of a chaos god, or created by an insane wizard). A Raver looks like a ball of blue glowing flesh from which four sharp legs sprout. Individually Ravers don’t appear to be intelligent but any more than a few dozen of them in an area will reveal that they are capable of complex tactical decision making. They can live in almost any climate, but they prefer to be near population centers where they can scavenge and hunt. As such, they are most often found in sewers and catacombs beneath cities.
The above is a fairly poor attempt at a rendition of one of the little critters. It fails to portray just how sharp the legs are and the level to which the Raver gives off light a faint glow.
A raver swarm's natural attacks are considered chaotic for the purpose of overcoming damage reduction.
Raver Swarms usually attack spellcasters first and don’t bother to kill any targets until all spellcasters deemed to be threats have been poisoned or driven insane. If brought to less than 1/4 hitpoints a swarm will attempt to Run, abandoning combat and leaving the area.
Poison-Constitution based fort save. DC of 17. Primary damage is to afflict the poisoned character with Confusion, as though by the spell. Its secondary damage is d4 intelligence and d4 wisdom damage.
Crawling Chaos (Ex): Once per day as a full round action a Raver Swarm with at least half their hit points may arrange their bodies into a living mass of horrifyingly chaotic patterns within which massive amounts of alien knowledge are contained. All individuals that are within 100 feet and able to see the swarm must succeed on a DC 19 Will save or permanently lose their minds as the Insanity spell as their brains are damaged by the information revealed. The save DC is Charisma based.
Creatures with the lawful subtype take a -2 penalty to their save. Those with a Chaotic Subtype or which are outsiders receive a +2 bonus on their save, as they are better able to cope with the information revealed.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
-=-=-=-=-=-=- Use by Society
Raver Swarms often inhabit urban environments where they are harvested to produce a potent drug, alternatively called Madman Drops or Poet’s Tears. Doses are administered via eye drops. The drug raises the targets charisma temporarily and produces feelings of euphoria. It also has a 5% chance of causing uncontrollable laughter, babbling, and crying for the duration of the drugs effects, which last about 45 minutes. Repeated uses of the drug actually alter the alignment of the user, shifting it to Chaotic over several weeks or months. Long-term use of the drug will slowly cause blindness and Wisdom loss as well as lowered impulse control. Withdrawal has been known to cause insanity. A single dose costs about 2 silver (one gold piece for a phial and a dropper), but stronger or purer forms may cost as much as 10 silver a dose.
Theories of Creation
Depending upon the campaign they are introduced in, Raver Swarms may have one of several conceivable origins, and ideally there will be more than one reasonable explanation available. Their small size suggest that they may have been born as a result of a mutation or alteration in a normal, non-chaotic, swarm of creatures. As they are intelligent, they may well be the agent of a powerful chaotic outsider. Their drug properties allows for them to have been created by magic specifically for that purpose. They may even be a corruption at an attempt at creating a swarm of lawfully aligned guardians or builders.
Raver Swarms may appear as a simple encounter if a campaign, but they can be used to drive plots as well. I have a few simple examples below. Gettin’ a fix: The PCs are employed to kill Ravers for the drug industry to harvest. Lawful and Good PCs should be reminded that any addicts who fail to get the drug have a serious chance of going violently insane. This works best if addiction is widespread and a collapse of the drug system would result in complete anarchy within the city or region. Sting Operation: The PCs are working with law enforcement to stop a major drug operation in the region. This operation may include a dungeon-like maze of tunnels and underground warehouses where Ravers are raised. Outbreak: This can stand-alone or be a follow-up to either of the above two options. The sewers or slums of a populated area are being overrun by dangerous swarms of Ravers. Origins: The PCs are hired by a researcher to investigate a major hub of Raver activity to try to determine where the race came from. This could be made more interesting by placing a powerful and mysterious force directly opposed to the release of this information.
DC 10: A Raver Swarm is an poisonus Abberation that likes sewers and caves.
DC 15: Its poison is mind-altering and can be synthesized into a drug. It will Run is badly injured.
DC 20: Raver Swarms have the ability to drive victims insane and they prefer to attack spellcasters. Ravers are Chaotic. A Raver Swarm is as intelligent as a human. DC 25+: Possible knowledge of Raver Swarms origin as a species.
Silly Variant Rule
The Crawling Chaos ability is replaced by "Poundin' Vibes"
It function the same with three key changes. One, it affects those who hear the swarm rather than see it. Two, it can be used three times a day rather than one. Three, the spell affect is Irresistible Dance and offers no save.
The swarm also pounds out Hard Trance music at lower levels continualy, providing a -5 penalty to its Move Silently.
Last edited by Stormthorn : 03-16-2008 at 01:41 AM.
Re: GITP Monster Competition XIX - Creepy Crawlies
Roach-the d&d edition
Tiny Vermin Hit Dice: 1d4+3 (5 HP) Initiative: +3 Speed: 10 ft. (2 squares) on plane parallel to gravity, 5 ft. (1 square) on plane perpendicular to center of gravity Armor Class: 22 (+2 Size +3 Dex, +7 Natural), touch 15, flat-footed 19 Base Attack/Grapple: -10 (-8 size, -2 strength) Attack: Bite +0 melee (1d2-1) Full Attack: 2 Bite +0 melee (1d2-1) Space/Reach: 5 ft./2.5 ft. Special Attacks: Seccond Wind Special Qualities: Grotesque, Darkvision 60 ft., Vermin traits, Immune to piercing damage, Damage reduction 5 points slashing Saves: Fort +5, Ref +3, Will -2 Abilities: Str 6, Dex 16, Con 17, Int Ø, Wis 6, Cha 1 Skills: +5 Climb, +10 Hide Feats: - Environment: Any, preferably around food Organization: Solitary, Nest(2-5) Challenge Rating: 1/2 Treasure: - Alignment: Neutral Advancement: 2-3(Medium), 4-7(Large) Level Adjustment: -
Standing in the jukyard, full of rotten food, you honestly wonder what here is worth your while. Suddenly, your ears hear a bloodcurdling scream eminating from your girlfriend,as she points at a hideous bug.
Roaches have a +6 racial bonus on Climb checks, and a +3 racial bonus on Hide checks.
Roaches rarely attack anything exept for whatever rotten food is nearby, but their defensive skills frustrate even the best epic fighter.They are immune to piercing damage and almost immune to slashing due to their natural armor plating
Second Wind (Ex)
Any time during an attack (but only once per day) a roach can play dead in a state similar to one who is comatose for 1d4 minutes. A DC 15 wisdom check can tell you whether or not he's truly dead
Due to its bad rep, roaches can can cause some to flee, similar to fear. Anyone with an INT or WIS score less than 12 must make a will save (DC 15 (10 plus the opposite of charisma modifier))
or become "grossed out" and run 10 feet away.
DC 10: Usually appear alone.
DC 15: Usually found during summer.
DC 20: Non-violent, but extermination worthy
William the Skilled, master of arcane arts, weilder of the almighty limburger
Last edited by billwill91 : 03-19-2008 at 11:47 PM.
Re: GITP Monster Competition XIX - Creepy Crawlies
Tiny Magical Beast Hit Dice: 1/2d10 (3 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 60 ft. (good) Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flatfooted 13 Base Attack/Grapple: +1/-12 Attack: Bite +6 melee (1d4-5) Full Attack: Bite +6 melee (1d4-5) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Special Qualities: Windsong, harmony, jet, vermin traits Saves: Fort +2, Ref +5, Will +1 Abilities: Str 1, Dex 16, Con 10, Int -, Wis 12, Cha 12 Skills: Hide +15, Spot +5, Move Silently -1 Feats: Weapon Finesse (B) Environment: Temperate forests Organization: Duo (2), band (3-9), or orchestra (10-30) Challenge Rating: 1 Advancement: 1 HD (Tiny), 2-4 HD (Small) Level Adjustment: --
This creature looks like a somewhat big dragonfly, but with larger-than-normal wings, and a crooked body. Closer inspection reveals the tiny and overly intricate designs on its thin and transparent wings, which are in fact holes and openings of numerous size and types. As it flies off, weird sounds come from it, those that are unfitting of a bug. They almost resemble music, though somewhat incomplete, coming as if from a wind instrument. As you gaze after it, several such creatures enter your sight, flying in the direction as the first one, singing similar tunes, but from different tones, complementing the song.
Bardflies, or musicians of the wild world as one might say, are a marvel of nature. Their wings are full of intricate openings of diminutive size, which produce different notes as the wind whistles through them during flight. They can change the notes that are played by adjusting their flight speed, but ironically, their sensory devices aren’t advanced enough to hear their own sounds. How do such mindless bugs create such beautiful music, had been a mystery to many scholars throughout the lands.
Bardflies are cowardly and delicate creatures, which avoid combat at all costs. If encountered hostility in their own region, Bardflies tend to use their Windsong ability to calm or stall the intruders, gaining time for their kin to move away. In dire situations, they use their Jet ability to quickly flee.
Jet (Ex): As a swift action, the Bardfly may move at it’s base flight speed in a direct line. It can use this ability every 1d4+1 rounds.
Windsong (Su): The wind passing through the Bardfly’s wings turns into beautiful sounds, which grow more alike songs as the Bardfly gains speed through the air, taking different tones and qualities. The effect can be determined by how much the Bardfly has traveled by flight in its round, and are effective in a 60’ radius along the Bardfly’s path. A will save of 10 + Bardfly’s HD still allows the subjects to hear/enjoy the music, but negates the effects. These are mind-affecting sonic effects.
0 - 20 ft.
Harmless sounds, akin to those of a Ghost Sounds spell
20 - 40 ft.
Subjects fascinated for 1d4 rounds
40 - 80 ft.
Calm Emotions, as the spell
80 - 120 ft.
Remove Fear and Good Hope, as the spells
Jet ability used*
Fortitude save instead, subjects deafened and receive 1 point of sonic damage
*The effect from the Jet ability overrides any other Windsong effects that may occur in that round.
Harmony (Su): If two or more Bardflies use the same effect of the Windsong ability in the same round within a 60’ radius, the DC of those effects increase by 1 for each such additional Bardfly.
Skills: Bardflies have a +4 racial bonus to Hide and Spot checks, and a -4 racial penalty to Move Silently checks.
DC 10: Bardflies are insects that produce odd sounds as they fly.
DC 15: The brilliant music that they produce comes from their wing design, and can have beneficial effects on the listener.
DC 20: When afraid or threatened, they may swiftly propel themselves through the air, creating a small sonic blast that may deafen those nearby.
PbP Game Statistics:
(Updated 19.07.13) Games Joined: 53 Games Dead: 50 Games Successfully Finished: 0 Partially Finished/TPK'd: 1
Re: GITP Monster Competition XIX - Creepy Crawlies
Diminutive Magical Beast (Swarm)
HD 10d10+20 (75 hp)
Speed Fly 20 ft (Average)
AC 19; touch 19; flat-footed 14
+5 Dex +4 Size
Base Attack/Grapple: +10/-
Attack Swarm attack 2d6
Full-Attack Swarm attack 2d6
Space/Reach: 10 ft./0 ft..
Special Attacks Assimilate, Distraction
Special Qualities Swarm Subtype, Hive Mind
Saves Fort +9, Ref +12, Will +6
Abilities Str 1, Dex 20, Con 14, Int 12, Wis 12, Cha 5
Environment Underground, caves, basements
Organization Single, Hive(2-5), Assimilator(6-9)
Challenge Rating 7
Alignment always neutral
Advancement by HD
Level Adjustment none
You hear a high pitched buzzing noise, and you turn aroung to see your teammate covered head to toe in giant flies. He screams as he tries to tear them off but to no avail. He grows smaller and smaller as he leaves only his equipment behind. Before they envelop you, you notice that one new fly has joined the swarm.
Assimilator Flies attack the nearest living creature they can, using their Assimilate Special attack to add to their swarm, wishing to transform everything.
Assimilate(Su): Once a foe is nauseated by the Assimilator Flies Distraction, the Swarm can cover the creature, trying to assimilate it into the swarm. The creature gets a reflex save (DC 10+ 1/2 AF’s HD) to try and get the Assimilator Flies off. A helpless creature gets no save. If it fails, they are transformed into an Assimilator Fly, leaving behind all equipment. They must then make a Will save (DC 10+ 1/2 AF’s HD) to avoid becoming consumed by the swarms hive mind. If they fail, they are consumed by the hive mind, cannot control their actions, and the swarm gains Temporary Hp equal to the creature’s remaining Hp. If they succeed, they can control their actions, but are still a fly. They also do not give the swarm extra Hp. To restore a non-consumed victim’s state, you must cast a Remove Curse spell on them. To restore a consumed victim’s state, you must first defeat the AF swarm, then you must cast Remove Curse spell on the ones that drop to the ground(the ones that drop were originally humanoid.).
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Hive Mind: A single Swarm has a Hive Mind that determines it’s actions. This means that it is vulnerable to mind affecting effects.
Immunity: Due to it’s size, Assimilator Flies are immune to weapon damage.
Last edited by DarkShard : 03-18-2008 at 07:32 PM.
Re: GITP Monster Competition XIX - Creepy Crawlies
Hit Dice: 1/2 of 1d10 (2)
Speed: 5 ft (1 square), burrow 5 ft (1 square)
Armor Class: 22(+4 dex, +8 size), touch 22, flat-footed 18
Base Attack/Grapple: +0/-21
Attack: +12 bite (1 non-lethal)
Full Attack: +12 bite (1 non-lethal)
Space/Reach: 0 ft/0 ft
Special Attacks: Poison, Attach, Infest, Death Throes, Eggs
Special Qualities: Blindsense 30ft, Tremorsense 60ft, Mindless, Blind.
Saves: Fort -1, Ref +4, Will -
Abilities: Str 1, Dex 18, Con 10, Int -, Wis 8, Cha 2
Skills: None (Hide +12, Move Silently +12)
Feats: Weapon Finesse
Environment: Temperate, Warm, or Underground
Organization: Solitary or swarm (apply swarm template)
Challenge Rating: 2
Advancement: By HD
Level Adjustment: -
A small, writhing worm, about three inches long, with quill-like barbs along its length. It turns instinctively in your direction, almost as if sensing your presence...
Barbed fleshworms are carion eaters commonly found in graveyards or catacombs feeding upon corpses and laying their eggs therein. When there's a shortage of corpses to consume, they can go a week before seeking out other food sources and two weeks before suffering the negative effects of hunger. When they do seek out other food, though, their most common target is living people. The fleshworm is particularly feared for its ability to physically enter into a living body and feed upon it within; being infested by even a single fleshworm is excruciating and likely lethal.
Barbed Fleshworms typically remain underground or within a corpse. They attack only if their homes or food supplies are disturbed, or if they are extremely hungry. In the latter case, they usually come out of the soil at night as close as possible to their targets, and they prefer victims which their tremorsense tells them are largely immobile. In the absense of an immobile target, it will burrow underground and wait for an opportunity, using the cover provided as its best defense. If they do have a target, though, they will burrow to close proximity, emerge, and try to infest it.
While fleshworms must eat, drink and breathe, they do not suffocate while underground or infesting a host or corpse. Fleshworms do not sleep and are immune to all sleep effects.
Poison: A barbed fleshworm's bite attack is a mild anaesthetic. On a failed DC 10 fort save, the victim doesn't feel the bite for one minute. The DC is constitution-based.
Attach: A barbed fleshworm which causes damage with its bite attack may attach itself to its victim, provided the victim is of at least tiny size. Doing so guarantees that it remains in the same square as the victim, even if the victim should move. Furthermore, if the victim failed the save against its poison, the further attacks made while attached also remain unfelt for the poison's duration. However, it forfeits the ability to make any attacks of opportunity while attached. An attached fleshworm may be removed with a successful grapple check.
Infest: A barbed fleshworm which causes bite damage to a target to which it is already attached may then physically enter the victim and consume it from within. This process is known as infesting. A fleshworm may not infest any creature immune to critical hits.
If the host failed his save against the poison and didn't actually see the fleshworm enter his body, he does not register its presence for the poison's duration. When the anaesthetic wears off, though, the worm's presence is excruciating. While infested, the host takes 1 point of non-lethal damage per hour, is unable to take 10 on any check (even those they can normally always take 10 on), takes a -4 penalty to any concentration check, always counts as potentially distracted when determining whether concentration checks are required, and is unable to rest.
While within a host, a fleshworm is sometimes visible moving beneath the flesh of the skin. A successful spot check, opposed by the fleshworm's hide check, will serve to locate it. Regardless of whether it is located, an infesting fleshworm counts as having cover, and no one ever counts as having line of effect against it.
Once located, it can be removed by cutting open the host's flesh just ahead of its path of travel. Doing so requires the host to remain immobile and making an attack against the host's flatfooted AC with a slashing weapon. Regardless of success or failure, the host takes one point of slashing damage (instead of the normal amount); failure indicates that the surgeon failed to anticipate the worm's path of travel. A fleshworm will partially emerge from the wound and then counts as attached. If then removed through grappling or killed, it ceases to infest the target.
Alternatively, the flesh worm may be killed within the body. An attack for this purpose again requires the host to remain immobile and must beat the host's flat-footed AC by 8. If it strikes the host but doesn't beat this improved AC, the host but not the worm takes damage. If it beats this AC, then both take damage.
Death Throes: Upon being rendered disabled, dying, or dead, a barbed fleshworm's barbs extend, dealing 1d4 points of piercing damage to its host (if any). Furthermore, removal of the fleshworm requires the same amount of slashing damage to be dealt to the host for that explicit purpose. If not removed within 1 minute of its death, the fleshworm's poison reservoirs are released, causing 1d4 points of dexterity damage to the host on a failed DC 15 fort save. If not removed within 2 minutes of its death, it will lay its eggs posthumously.
Eggs: A barbed fleshworm usually lays its eggs in corpses. However, if killed, its eggs will be extruded regardless, even if it occupies a living host. Treat the eggs as a disease in all respects, with a Fort save DC 15 to prevent infection. After an incubation period of 2 days, 1d4 eggs will hatch within the person; from there on they are counted as infesting fleshworms rather than a disease.
Lore: (Knowledge Nature. Facts marked with an * can also be learned with a Heal check.)
DC 10: Fondness of creature for graveyards, corpses, etc. and danger of infestation.
DC 15: How to best remove the creature (incision ahead of its path)*. How to trap fleshworms with raw meat.
DC 20: The reasons to remove a barbed fleshworm's corpse quickly from its host.*
[EDIT: Okay, now that I've read through all those, this one seems a bit... of the same kind. Might replace it with something that'll stand out above the crowd.]
Me: How crazy it gets depends on how much expertise, adroitness, and finesse you navigate the current craziness. Stick the landing and the whole thing could be wrapped up in a bow tomorrow.
Player: In other words... we're pretty much doomed, right?
Me: You're not entirely doomed yet. Now I'll just be sitting back in the corner here, cackling at your next few decisions.
Re: GITP Monster Competition XIX - Creepy Crawlies
Magic Eater Termites
Fine Magical Beast (Swarm) HD 9d8+9 (49 hp) Speed 10 ft. (2 squares) Init: -1 AC 19 (+8 size, -1 Dex, +2 natural); touch 17; flat-footed 19 BAB +6; Grp - Attack Swarm attack 2d6 Full-Attack Swarm attack 2d6 Space 10 ft.; Reach 10 ft. Special Attacks Consume Magic, Distraction Special Qualities Arcane Resistance, Darkvision 60 ft., Immunity to weapon damage, Magic Tropism, Spell Absorption, Spell Liberation, Swarm Subtype, Vermin traits Saves Fort +10 Ref +5 Will +8 Abilities Str 5 , Dex 9, Con 13, Int -, Wis 14, Cha 16 Skills- Feats- Environment Near magic sources Organization Single, Mound (2-6), Cathedral Mound (7-20) Challenge Rating 8 Treasure None Alignment Always Neutral Advancement 10-15 HD (Fine), 16-20 (Diminutive) Level Adjustment -
A mass of crawling creatures emerges from a destroyed construct. They look like white termites, and they glow with different lights and emit magic auras all around.
Magic Eaters Termites are the bogeyman of every spellcaster or magic item crafter: a swarm of unstoppable insects that feed on magic power, dispelling every spell they can reach and turning every magical object in a white dust without any use. Often found near source of magic power, they can really be difficult to defeat due to their magic absorption and their spell liberation. If they are numerous, they create gigantic mounds from the dust, establishing near the sources.
Originally generated in a plane of powerful magic, the Termites spawned toward the planes, constantly seeking for more magic to devour. Countless spellcaster where damaged of all their possessions or even deprived of all their power.
Magic Eater Termites constantly seek for magic to consume and eat, so they focus all they interest on the spellcasters or the magic items, trying to feed on them. They don’t kill nor follow anyone that is not magic and doesn’t have magic items with him.
Arcane Resistance (Su): Magic Eater Termites are particularly resistant to the source of magic and add their Cha bonus to their Saving Throws. When subjected at arcane spells that does not allow a spell resistance, they can roll twice for their saving throw and choose the best result.
Consume Magic (Su): Magic Eater Termites can consume any enchanted item and magic source in 1d10+spell level turns. They just munch the source of the magic until is consumed. After that, the item or source is simply devoured and any magic dispelled. Any creature capable of casting spell or with spell-like ability reduced to 0 or less hp by their swarm attack must succeed a Fortitude Save DC 22 or lose their spellcasting ability. This ability can be restored by a wish or a miracle spell. The DC is Cha based (10+HD+Cha mod)
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Magic Tropism (Su): Magic Eater Termites crawl costantly towards any magic source they detect. They have the ability of detecting magic as if they use the arcane sight spell, always active.
Spell Absorption (Su): Magic Eater Termites feed on magic, so casting a spell on them is not the better way to get rid of them… Whenever the Termites are subjected to a spell or spell like ability that allows spell resistance, they automatically succeed a spell resistance check and are cured of an amount of hp equal to the damage that the spell would have dealt. If the spell does not deal damage, they are cured by an amount of hp equal to the caster level. Magic enhanced weapons deal normal damage but also heal the Termites by a total hp equal to the enhancement bonus.
The additional hp can go beyond their starting hp, but they can’t exceed the maximum hp that they can have at their HD.
Spell Liberation (Su): Magic Eater Termites swarms usually have a lot of termites that have not processed the magic they have fed of yet. Whenever the swarm is attacked and damaged by non-magical means (see Spell Absorption), a spring of magic power erupts from the Termites’ bodies, liberating the spell they were feeding of. This can be any spell, divine or arcane, that can be casted by a spellcaster with their same HD. The spell liberated is completely random and can be chosen from any list of spell of the appropriate level. The spell effects, area, target, range and so on depends on the spell liberated and are casted at a caster level equal to their HD. The DC for this spell is Cha based.
Magic Eater Termites feed of magic sources and can destroy them in very little time.
Magic Eater Termites can absorb and liberate the power of the spells, so using magic is almost useless.
Magic Eater Termites can be defeated by non-magical means or using spells that does not allow spell resistance or saving throw.
- A wizardry academy is being damaged by a unknown source. Items are missing, and some mages are found dead.
- Two reigns are in war, and the players are hired by one of the reigns to capture a swarm of Magic Eater Termites, in order to damage the enemy’s spellcasters.
- The players discover an old tower of a wizard. It seems abandoned and empty, and an enormous mound made of sand seems to have grown on it.
Re: GITP Monster Competition XIX - Creepy Crawlies
Size/Type: Medium Magical Beast (Augmented Vermin)
Hit Dice: 10d10+20 (75 hp)
Speed: Fly 50 ft. (10 squares) (perfect)
Armor Class: 17 (+5 Dex, +2 natural), touch 15, flatfooted 12
Base Attack/Grapple: +10/+11
Attack: Wing +11 melee (1d6+1)
Full Attack: 2 Wings +11 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Surreality
Special Qualities: Darkvision 60 ft.
Saves: Fort +9, Ref +12, Will +3
Abilities: Str 12, Dex 20, Con 14, Int 6, Wis 10, Cha 16
Skills: Listen +6, Spot +7
Feats: Dodge, Mobility, Combat Reflexes, Flyby Attack
Organization: Solitary or whirl (4-12)
Challenge Rating: 6
Alignment: Usually Chaotic Good)
Advancement: 11-12 HD (Medium)
Level Adjustment: +4 (cohort)
It is said that the flapping of a butterfly’s wings can cause a hurricane on the other side of the world. The subtle breezes of a delicate wind can give rise to majestic and terrible storms. Dadaflies are much like the butterflies of this tale, with one difference. A butterfly’s wings might stir the wind, but a Dadafly’s stir reality. A Dadafly’s very presence alters reality, its wings stirring up the winds of fate in random and unpredictable ways. The life cycle of a Dadafly is just as baroque. They begin life as unworms, vermin which lie on the boundary between the Material Plane and the Ethereal and gnaw away at the fabric of reality like silverfish eat through books. Once they have gorged themselves sufficiently, they encase themselves in a cocoon of ectoplasm, in which they spend millenia, before emerging as Dadaflies. Dadaflies look like beautiful, multicolored butterflies the size of a large dog, and flit seemingly at random. It is unknown whether they stir up chaos out of whim, malevolence, or some higher purpose, but they will attack anyone that threatens them, loosing all chaos on them.
Dadaflies rarely initiate combat, only fighting if threatened. They will typically use their mystic maelstrom ability first if spellcasters are present, and then begin using the things fall apart ability to hinder its enemies. If forced into melee, it will typically attack with its wings before withdrawing. If severely outnumbered, a Dadafly will use parallel winds to distract its foes before retreating.
The flapping of a Dadafly’s wings creatures subtle currents and disruptions in the underlying structure of reality. As a swift action, a Dadafly can flap its wings in order to bend reality, in one of the following ways:
Mystic Maelstrom: By altering the flow of magical currents, a Dadafly’s mystic maelstrom ability creates a area of wild magic which emanates from the Dadafly, with a radius of 15 ft. The mystic maelstrom lasts for 5 rounds, after which the Dadafly must wait 5 rounds before it can use it again.
Parallel Winds: A phantom image is overlaid on the area around the Dadafly, as the mirage arcana spell. Rather than just an illusion, however, this is actually a reflection of a world that might have been, given life by the moth’s wings. A Dadafly can have only one active parallel winds ability at a time.
Things Fall Apart: By severely disrupting the fabric of reality, a Dadafly can cause all sorts of odd things to happen. All creatures within 30 ft. of the Dadafly are affected as by a rod of wonder. The DM may roll separately for each creature or make one roll and apply it to all creatures, at his choice. All saves for the things fall apart ability have a DC of 18, which is Charisma-based. Once a Dadafly has used the things fall apart ability, it must wait 5 rounds before it can use it again.
A swarm of Dadaflies has taken up residence in a local forest or park, and has caused an inordinate amount of chaos. The PCs are asked to drive the plague elsewhere, or at least clean up the chaos.
A swarm of Dadaflies carries the PCs to a great hive between the Material and Ethereal Planes while they sleep; they must escape from the absurdly surrealistic dungeon.
A small child, last seen playing with a Dadafly, has been lost, and the PCs are asked to find him.
I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.