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<blockquote data-quote="Knight Otu" data-source="post: 3731755" data-attributes="member: 192"><p><span style="font-size: 15px"><strong>Vespid Creature</strong></span></p><p>Vespid creatures are wasps or bees that share some features of a particular creature. They all can fly and have biting mandibles, and females have a poisonous stinger.</p><p></p><p><span style="font-size: 12px"><strong>Creating a Vespid Creature</strong></span></p><p>The vespid creature template is best applied to creatures of Tiny or larger size. A vespid creature uses all the base creature’s statistics and special abilities except as noted here.</p><p><strong>Size and Type:</strong> If the base creature was an animal, its type changes to Vermin. It does not gain the Augmented subtype.</p><p><strong>Speed:</strong> If the base creature could not already fly, it gains a fly speed equal to twice its base land speed with good maneuverability, and its base land speed is reduced by 10 feet (to a minimum of 5 feet).</p><p><strong>Attacks:</strong> If the base creature had any attacks with its wings or tail, it loses those attacks. It gains a sting attack and a bite attack if it did not already have those.</p><p><strong>Damage:</strong> Natural weapons that are not lost deal damage normally. Both bite and sting attacks deals damage depending on the vespid creature's size (If the base creature already had bite and sting attacks, use the vespid creature damage only if it’s better).</p><p>[code][b]Size Sting Bite Size Sting Bite Size Sting Bite[/b]</p><p>Fine – – Small 1d2 1 Huge 1d6 1d4</p><p>Dimin. – – Med. 1d3 1d2 Garg. 1d8 1d6</p><p>Tiny 1 – Large 1d4 1d3 Col. 2d6 1d8[/code]</p><p><strong>Special Attacks:</strong> A vespid creature gains a poison special attack, delivered by its sting attack. If the base creature already had a poison attack, that poison is delivered by the sting attack instead.</p><p><em>Poison (Ex):</em> Injury, Fortitude save DC 10 + 1/2 racial HD + Constitution modifier, initial and secondary damage to a single ability score of your choice per the following table. If you choose Constitution as the ability score to be damaged, use the damage value of the next-smaller size.</p><p>[code][b]Size Damage Size Damage Size Damage[/b]</p><p>Fine – Small 1d3 Huge 1d8</p><p>Dimin. – Medium 1d4 Garg. 2d6</p><p>Tiny 1d2 Large 1d6 Col. 2d8[/code]</p><p><strong>Special Qualities:</strong> The vespid creature gains darkvision out to 60 feet if the base creature did not already have it.</p><p><strong>Saves:</strong> If the creature becomes a vermin, its base Reflex save becomes 1/3 of its Hit Dice.</p><p><strong>Abilities:</strong> The vespid creature gets +2 to Dexterity, -2 to Intelligence, and +2 to Wisdom. If this would reduce its Intelligence score below 1, it becomes mindless with an Intelligence nonability.</p><p><strong>Skills:</strong> A vespid has a +8 racial bonus on Spot checks and a +4 racial bonus on Survival checks made to orient itself. If the creature becomes mindless, it loses all skill ranks, but retains its racial skill bonuses.</p><p><strong>Feats:</strong> If the creature becomes mindless, it loses all feats except for bonus feats.</p><p><strong>Challenge Rating:</strong> +1, or +0 if it gained neither a fly speed nor a poison ability.</p><p><strong>Level Adjustment:</strong> +1, or +2 if the creature gained a fly speed.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p>With their ability of flight and their poison, the tactics of a vespid creature can differ greatly from those of the base creature. They typically try to poison and thus incapacitate their prey or foes before carrying them off to their nest. Vespids often take the Flyby Attack feat and other flying feats.</p><p></p><p><span style="font-size: 12px"><strong>Anatomy and Ecology</strong></span></p><p>Vespids are, anatomically speaking, wasps, bees, and similar creatures. Rather than having a bone skeleton, they have a chitinous exoskeleton, and their body is bisected at the waist into a thorax and an abdomen. The vespid creature has two membranous wing pairs, even if the base creature had no wings, and three limb pairs (more if the base creature had more than six limbs), all of which extend from the thorax.</p><p>Most real wasps are striped yellow and black, but other combinations and patterns are possible. Vespids follow the pattern in that most of them are striped black and a color of the base creature, with additional markings. Vespids typically have little to no hair.</p><p>If the base creature had hands capable of manipulation, the appropriate number of the vespid's forelimbs (usually two) are capable of doing so as well. The remaining limbs are legs. The abdomen holds the vespid's stinger. Normally, only female vespids have a stinger, as it is derived from an organ used to lay eggs, but in certain vespids (especially those where the base creature had a poison attack), both genders may sport a stinger.</p><p>The vespid's head is separate from the thorax, and sports two feelers, two small compound eyes, and a mandible. Unlike mammalian mouths, the mandibles open sideways.</p><p>Social vespids usually are divided into a number of separate castes, typically including drones (fertile males, usually without a stinger or other natural weapons), workers/soldiers (infertile females), and queens (fertile female required for the hive's survival, and usually singular in the hive). Occasionally, there are other castes which may have specific abilities needed for the hive. Vespids live through a larval stage during which they are mostly immobile and helpless.</p><p>Vespid creatures can can only use armor and other clothing specifically made for them.</p><p></p><p><span style="font-size: 12px"><strong>Vespids as Characters</strong></span></p><p>Just like avian characters, vespids can be problematic due to their ability to fly, so their level adjustment is likewise higher. Unlike avians, however, vespids are not more frail than their normal counterparts. Their reduced Intelligence makes them less suitable for the wizard class and similar Intelligence-based classes, however, and the GM may choose to change such favored classes to a stealth-based or divine caster class instead.</p><p></p><p>[sblock=Sample Creatures]<span style="font-size: 12px"><strong>Sample Creature: Greenjacket</strong></span></p><p><strong>Huge Vermin</strong></p><p><strong>Hit Dice:</strong> 6d8+6 (33 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 10 ft. (2 squares), fly 40 ft. (good), climb 20 ft., swim 20 ft.</p><p><strong>Armor Class:</strong> 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +4/+15</p><p><strong>Attack:</strong> Sting +5 melee (1d6+3 plus poison)</p><p><strong>Full Attack:</strong> Sting +5 melee (1d6+3 plus poison) and bite +0 (1d6+1)</p><p><strong>Space/Reach:</strong> 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> Poison</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., scent</p><p><strong>Saves:</strong> Fort +6, Ref +6, Will +3</p><p><strong>Abilities:</strong> Str 16, Dex 17, Con 13, Int –, Wis 14, Cha 2</p><p><strong>Skills:</strong> Balance +11, Climb +11, Hide -1, Listen +6, Spot +10, Survival +2*, Swim +11</p><p><strong>Feats:</strong> –</p><p><strong>Environment:</strong> Temperate marshes</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Advancement:</strong> 7–18 HD (Huge)</p><p><strong>Level Adjustment:</strong> –</p><p><em>A thin but huge, bright green and black creature that resembles a mixture between a mosquito and a wasp flies through the mangroves.</em></p><p>The greenjacket is a frail vespid that more resembles a mosquito. It is striped green and black, with yellow dots on its forehead. Unlike many vespids, it is a solitary creature, and both the male and the female possess a stinger.</p><p>The greenjacket is well at home in the swamps, and even swims in the muddy waters in which it is born to ambush its prey.</p><p><strong>Poison (Ex):</strong> Injury; Fortitude save DC 14; initial and secondary damage of 1d6 Con. The save DC is Constitution-based.</p><p><strong>Skills:</strong> Greenjackets have a +4 racial bonus on Hide and Listen checks, and a +8 racial bonus on Balance, Climb, Spot, and Swim checks. A greenjacket can always choose to take 10 on a Climb check, even if rushed or threatened. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>The greenjacket uses a huge viper as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Dimension Wasp</strong></span></p><p><strong>Medium Magical Beast</strong></p><p><strong>Hit Dice:</strong> 4d10 (22 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft. (6 squares), fly 80 ft. (good)</p><p><strong>Armor Class:</strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +4/+4</p><p><strong>Attack:</strong> Bite +4 melee (1d6); or sting +4 melee (1d3 plus poison)</p><p><strong>Full Attack:</strong> Bite +4 melee (1d6) and sting -1 melee (1d3 plus poison)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Poison</p><p><strong>Special Qualities:</strong> Blink, darkvision 60 ft., dimension door, low-light vision, scent</p><p><strong>Saves:</strong> Fort +4, Ref +8, Will +5</p><p><strong>Abilities:</strong> Str 10, Dex 19, Con 10, Int 8, Wis 15, Cha 11</p><p><strong>Skills:</strong> Hide +4, Listen +4, Sense Motive +4, Spot +12, Survival +3*</p><p><strong>Feats:</strong> Iron Will, Run, Track[sup]<strong>B</strong>[/sup]</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Solitary, pair, or swarm (7–16)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Usually lawful good</p><p><strong>Advancement:</strong> 5–7 HD (Medium); 8–12 HD (Large)</p><p><strong>Level Adjustment:</strong> +4 (cohort)</p><p><em>A dog-sized brown-black wasp hovers over the plains before seemingly blinking out of existence.</em></p><p>The dimension wasp is an intelligent vespid that has a limited teleportation ability.</p><p>Dimension wasps have their own language, a mixture of clicks, drones, dances, and hums that can transmit complex information. They nest underground in relatively small tunnels designed to be non-invasive on the surrounding terrain. The nest is often sealed shut so that only air can enter, allowing easy access only by teleportation.</p><p>Dimension wasps hunt in swarms, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to take advantage of flanking. Each dimension wasp swarm has a single queen, a celestial dimension wasp advanced to 12 Hit Dice. The queen cannot fly, and usually remains in the underground nest.</p><p><strong>Poison (Ex):</strong> Injury, Fortitude save DC 12, initial and secondary damage 1d4 Cha.</p><p><strong>Blink (Su):</strong> A dimension wasp can use <em>blink</em> as the spell (caster level 8th), and can evoke or end the effect as a free action.</p><p><strong>Dimension Door (Su):</strong> A dimension wasp can teleport, as <em>dimension door</em> (caster level 8th), once per round as a free action. The ability affects only the dimension wasp, which never appears within a solid object and can act immediately after teleporting.</p><p><strong>Skills:</strong> A dimension wasp has a +8 racial bonus on Spot checks and a +4 racial bonus on Survival checks made to orient itself.</p><p>The dimension wasp uses a blink dog as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Hogrull</strong></span></p><p><strong>Medium Humanoid (Hogrull)</strong></p><p><strong>Hit Dice:</strong> 2d8+2 (11 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 20 ft. (4 squares), fly 60 ft. (good)</p><p><strong>Armor Class:</strong> 14 (+1 natural, +1 Dexterity, +2 heavy steel shield), touch 11, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +1/+3</p><p><strong>Attack:</strong> Battleaxe +3 melee (1d8+2/x3); or shortbow +2 ranged (1d6/x3); or sting +3 melee (1d3+2 plus poison)</p><p><strong>Full Attack:</strong> Battleaxe +3 melee (1d8+2/x3) and bite -2 melee (1d2+) and sting -2 melee (1d3+1 plus poison); or shortbow +2 ranged (1d6/x3); or sting +3 melee (1d3+2 plus poison) and bite (1d2+1)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Poison</p><p><strong>Special Qualities:</strong> Darkvision 60 ft.</p><p><strong>Saves:</strong> Fort +4, Ref +1, Will +1</p><p><strong>Abilities:</strong> Str 15, Dex 12, Con 13, Int 6, Wis 13, Cha 8</p><p><strong>Skills:</strong> Listen +3, Spot +12</p><p><strong>Feats:</strong> Power Attack</p><p><strong>Environment:</strong> Warm plains</p><p><strong>Organization:</strong> Solitary, pair, slaver party (2–5 and 1–2 giant wasps), swarm (10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level and 5–8 giant wasps), or hive (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 7–12 giant wasps)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p><em>A big, upright, white-brown wasp stands on four hind legs, while holding a large axe and a shield with its front legs. Its mandibles click menacingly.</em></p><p>Hogrulls are social, but extremely quarrelsome (and occasionally cannibalistic) vespids of some intelligence. They are capable of creating and using tools, but prefer to let slaves do that work. Female hogrulls form a soldier/slaver caste, tasked with the defense of the hive's nest and the abduction of new slaves. Each hive has a single queen, a hogrull with at least 9 class levels and the class abilities of a 4th level dwarven defender. A typical hogrull cannot fly ifit carries more than 99 lb of weight.</p><p>A hogrull is about 7-1/2 feet tall and weighs 300 pounds. They speak Hogrull, and occasionally learn Common, Draconic, Elven, Goblin, or Orc. The favored class of hogrulls is ranger.</p><p><strong>Poison (Ex):</strong> Injury, Fortitude save DC 12, initial and secondary damage 1d4 Dex.</p><p><strong>Skills:</strong> A hogrull has a +8 racial bonus on Spot checks and a +4 racial bonus on Survival checks made to orient itself.</p><p>The hogrull uses a gnoll as the base creature.[/sblock]</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 3731755, member: 192"] [SIZE=4][b]Vespid Creature[/b][/SIZE] Vespid creatures are wasps or bees that share some features of a particular creature. They all can fly and have biting mandibles, and females have a poisonous stinger. [SIZE=3][b]Creating a Vespid Creature[/b][/SIZE] The vespid creature template is best applied to creatures of Tiny or larger size. A vespid creature uses all the base creature’s statistics and special abilities except as noted here. [b]Size and Type:[/b] If the base creature was an animal, its type changes to Vermin. It does not gain the Augmented subtype. [b]Speed:[/b] If the base creature could not already fly, it gains a fly speed equal to twice its base land speed with good maneuverability, and its base land speed is reduced by 10 feet (to a minimum of 5 feet). [b]Attacks:[/b] If the base creature had any attacks with its wings or tail, it loses those attacks. It gains a sting attack and a bite attack if it did not already have those. [b]Damage:[/b] Natural weapons that are not lost deal damage normally. Both bite and sting attacks deals damage depending on the vespid creature's size (If the base creature already had bite and sting attacks, use the vespid creature damage only if it’s better). [code][b]Size Sting Bite Size Sting Bite Size Sting Bite[/b] Fine – – Small 1d2 1 Huge 1d6 1d4 Dimin. – – Med. 1d3 1d2 Garg. 1d8 1d6 Tiny 1 – Large 1d4 1d3 Col. 2d6 1d8[/code] [b]Special Attacks:[/b] A vespid creature gains a poison special attack, delivered by its sting attack. If the base creature already had a poison attack, that poison is delivered by the sting attack instead. [i]Poison (Ex):[/i] Injury, Fortitude save DC 10 + 1/2 racial HD + Constitution modifier, initial and secondary damage to a single ability score of your choice per the following table. If you choose Constitution as the ability score to be damaged, use the damage value of the next-smaller size. [code][b]Size Damage Size Damage Size Damage[/b] Fine – Small 1d3 Huge 1d8 Dimin. – Medium 1d4 Garg. 2d6 Tiny 1d2 Large 1d6 Col. 2d8[/code] [b]Special Qualities:[/b] The vespid creature gains darkvision out to 60 feet if the base creature did not already have it. [b]Saves:[/b] If the creature becomes a vermin, its base Reflex save becomes 1/3 of its Hit Dice. [b]Abilities:[/b] The vespid creature gets +2 to Dexterity, -2 to Intelligence, and +2 to Wisdom. If this would reduce its Intelligence score below 1, it becomes mindless with an Intelligence nonability. [b]Skills:[/b] A vespid has a +8 racial bonus on Spot checks and a +4 racial bonus on Survival checks made to orient itself. If the creature becomes mindless, it loses all skill ranks, but retains its racial skill bonuses. [b]Feats:[/b] If the creature becomes mindless, it loses all feats except for bonus feats. [b]Challenge Rating:[/b] +1, or +0 if it gained neither a fly speed nor a poison ability. [b]Level Adjustment:[/b] +1, or +2 if the creature gained a fly speed. [SIZE=3][b]Combat[/b][/SIZE] With their ability of flight and their poison, the tactics of a vespid creature can differ greatly from those of the base creature. They typically try to poison and thus incapacitate their prey or foes before carrying them off to their nest. Vespids often take the Flyby Attack feat and other flying feats. [SIZE=3][b]Anatomy and Ecology[/b][/SIZE] Vespids are, anatomically speaking, wasps, bees, and similar creatures. Rather than having a bone skeleton, they have a chitinous exoskeleton, and their body is bisected at the waist into a thorax and an abdomen. The vespid creature has two membranous wing pairs, even if the base creature had no wings, and three limb pairs (more if the base creature had more than six limbs), all of which extend from the thorax. Most real wasps are striped yellow and black, but other combinations and patterns are possible. Vespids follow the pattern in that most of them are striped black and a color of the base creature, with additional markings. Vespids typically have little to no hair. If the base creature had hands capable of manipulation, the appropriate number of the vespid's forelimbs (usually two) are capable of doing so as well. The remaining limbs are legs. The abdomen holds the vespid's stinger. Normally, only female vespids have a stinger, as it is derived from an organ used to lay eggs, but in certain vespids (especially those where the base creature had a poison attack), both genders may sport a stinger. The vespid's head is separate from the thorax, and sports two feelers, two small compound eyes, and a mandible. Unlike mammalian mouths, the mandibles open sideways. Social vespids usually are divided into a number of separate castes, typically including drones (fertile males, usually without a stinger or other natural weapons), workers/soldiers (infertile females), and queens (fertile female required for the hive's survival, and usually singular in the hive). Occasionally, there are other castes which may have specific abilities needed for the hive. Vespids live through a larval stage during which they are mostly immobile and helpless. Vespid creatures can can only use armor and other clothing specifically made for them. [SIZE=3][b]Vespids as Characters[/b][/SIZE] Just like avian characters, vespids can be problematic due to their ability to fly, so their level adjustment is likewise higher. Unlike avians, however, vespids are not more frail than their normal counterparts. Their reduced Intelligence makes them less suitable for the wizard class and similar Intelligence-based classes, however, and the GM may choose to change such favored classes to a stealth-based or divine caster class instead. [sblock=Sample Creatures][SIZE=3][b]Sample Creature: Greenjacket[/b][/SIZE] [b]Huge Vermin Hit Dice:[/b] 6d8+6 (33 hp) [b]Initiative:[/b] +6 [b]Speed:[/b] 10 ft. (2 squares), fly 40 ft. (good), climb 20 ft., swim 20 ft. [b]Armor Class:[/b] 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13 [b]Base Attack/Grapple:[/b] +4/+15 [b]Attack:[/b] Sting +5 melee (1d6+3 plus poison) [b]Full Attack:[/b] Sting +5 melee (1d6+3 plus poison) and bite +0 (1d6+1) [b]Space/Reach:[/b] 15 ft./10 ft. [b]Special Attacks:[/b] Poison [b]Special Qualities:[/b] Darkvision 60 ft., scent [b]Saves:[/b] Fort +6, Ref +6, Will +3 [b]Abilities:[/b] Str 16, Dex 17, Con 13, Int –, Wis 14, Cha 2 [b]Skills:[/b] Balance +11, Climb +11, Hide -1, Listen +6, Spot +10, Survival +2*, Swim +11 [b]Feats:[/b] – [b]Environment:[/b] Temperate marshes [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 4 [b]Advancement:[/b] 7–18 HD (Huge) [b]Level Adjustment:[/b] – [i]A thin but huge, bright green and black creature that resembles a mixture between a mosquito and a wasp flies through the mangroves.[/i] The greenjacket is a frail vespid that more resembles a mosquito. It is striped green and black, with yellow dots on its forehead. Unlike many vespids, it is a solitary creature, and both the male and the female possess a stinger. The greenjacket is well at home in the swamps, and even swims in the muddy waters in which it is born to ambush its prey. [b]Poison (Ex):[/b] Injury; Fortitude save DC 14; initial and secondary damage of 1d6 Con. The save DC is Constitution-based. [b]Skills:[/b] Greenjackets have a +4 racial bonus on Hide and Listen checks, and a +8 racial bonus on Balance, Climb, Spot, and Swim checks. A greenjacket can always choose to take 10 on a Climb check, even if rushed or threatened. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The greenjacket uses a huge viper as the base creature. [SIZE=3][b]Sample Creature: Dimension Wasp[/b][/SIZE] [b]Medium Magical Beast Hit Dice:[/b] 4d10 (22 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 30 ft. (6 squares), fly 80 ft. (good) [b]Armor Class:[/b] 17 (+4 Dex, +3 natural), touch 14, flat-footed 13 [b]Base Attack/Grapple:[/b] +4/+4 [b]Attack:[/b] Bite +4 melee (1d6); or sting +4 melee (1d3 plus poison) [b]Full Attack:[/b] Bite +4 melee (1d6) and sting -1 melee (1d3 plus poison) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Poison [b]Special Qualities:[/b] Blink, darkvision 60 ft., dimension door, low-light vision, scent [b]Saves:[/b] Fort +4, Ref +8, Will +5 [b]Abilities:[/b] Str 10, Dex 19, Con 10, Int 8, Wis 15, Cha 11 [b]Skills:[/b] Hide +4, Listen +4, Sense Motive +4, Spot +12, Survival +3* [b]Feats:[/b] Iron Will, Run, Track[sup][B]B[/B][/sup] [b]Environment:[/b] Temperate plains [b]Organization:[/b] Solitary, pair, or swarm (7–16) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Usually lawful good [b]Advancement:[/b] 5–7 HD (Medium); 8–12 HD (Large) [b]Level Adjustment:[/b] +4 (cohort) [i]A dog-sized brown-black wasp hovers over the plains before seemingly blinking out of existence.[/i] The dimension wasp is an intelligent vespid that has a limited teleportation ability. Dimension wasps have their own language, a mixture of clicks, drones, dances, and hums that can transmit complex information. They nest underground in relatively small tunnels designed to be non-invasive on the surrounding terrain. The nest is often sealed shut so that only air can enter, allowing easy access only by teleportation. Dimension wasps hunt in swarms, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to take advantage of flanking. Each dimension wasp swarm has a single queen, a celestial dimension wasp advanced to 12 Hit Dice. The queen cannot fly, and usually remains in the underground nest. [b]Poison (Ex):[/b] Injury, Fortitude save DC 12, initial and secondary damage 1d4 Cha. [b]Blink (Su):[/b] A dimension wasp can use [I]blink[/I] as the spell (caster level 8th), and can evoke or end the effect as a free action. [b]Dimension Door (Su):[/b] A dimension wasp can teleport, as [I]dimension door[/I] (caster level 8th), once per round as a free action. The ability affects only the dimension wasp, which never appears within a solid object and can act immediately after teleporting. [b]Skills:[/b] A dimension wasp has a +8 racial bonus on Spot checks and a +4 racial bonus on Survival checks made to orient itself. The dimension wasp uses a blink dog as the base creature. [SIZE=3][b]Sample Creature: Hogrull[/b][/SIZE] [b]Medium Humanoid (Hogrull) Hit Dice:[/b] 2d8+2 (11 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 20 ft. (4 squares), fly 60 ft. (good) [b]Armor Class:[/b] 14 (+1 natural, +1 Dexterity, +2 heavy steel shield), touch 11, flat-footed 13 [b]Base Attack/Grapple:[/b] +1/+3 [b]Attack:[/b] Battleaxe +3 melee (1d8+2/x3); or shortbow +2 ranged (1d6/x3); or sting +3 melee (1d3+2 plus poison) [b]Full Attack:[/b] Battleaxe +3 melee (1d8+2/x3) and bite -2 melee (1d2+) and sting -2 melee (1d3+1 plus poison); or shortbow +2 ranged (1d6/x3); or sting +3 melee (1d3+2 plus poison) and bite (1d2+1) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Poison [b]Special Qualities:[/b] Darkvision 60 ft. [b]Saves:[/b] Fort +4, Ref +1, Will +1 [b]Abilities:[/b] Str 15, Dex 12, Con 13, Int 6, Wis 13, Cha 8 [b]Skills:[/b] Listen +3, Spot +12 [b]Feats:[/b] Power Attack [b]Environment:[/b] Warm plains [b]Organization:[/b] Solitary, pair, slaver party (2–5 and 1–2 giant wasps), swarm (10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level and 5–8 giant wasps), or hive (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 7–12 giant wasps) [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually chaotic evil [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +3 [i]A big, upright, white-brown wasp stands on four hind legs, while holding a large axe and a shield with its front legs. Its mandibles click menacingly.[/i] Hogrulls are social, but extremely quarrelsome (and occasionally cannibalistic) vespids of some intelligence. They are capable of creating and using tools, but prefer to let slaves do that work. Female hogrulls form a soldier/slaver caste, tasked with the defense of the hive's nest and the abduction of new slaves. Each hive has a single queen, a hogrull with at least 9 class levels and the class abilities of a 4th level dwarven defender. A typical hogrull cannot fly ifit carries more than 99 lb of weight. A hogrull is about 7-1/2 feet tall and weighs 300 pounds. They speak Hogrull, and occasionally learn Common, Draconic, Elven, Goblin, or Orc. The favored class of hogrulls is ranger. [b]Poison (Ex):[/b] Injury, Fortitude save DC 12, initial and secondary damage 1d4 Dex. [b]Skills:[/b] A hogrull has a +8 racial bonus on Spot checks and a +4 racial bonus on Survival checks made to orient itself. The hogrull uses a gnoll as the base creature.[/sblock] [/QUOTE]
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