Alright then, I'll work on Them! when I have some free time. Yesterday and today are kind of more busy than usual, though.
EDIT: Had some time free, so before I go, here you go.
Rad-Ant
Universe of Origin: Them!
Creature Distinction: Natural (other) mega-invertebrate.
Threat Level: 6
While most Coreliners already know that "big bugs are bad", as it were, the supercharged "rad-ants" bring a whole new level of terror to the table. These goliath vermin breed fast, strike hard, and are best dealt with by a liberal application of "kill it with fire". Rad-ant colonies have sprung up across the American Southwest, but have so far been unable to (or unwilling to, for some arcane reason) expand beyond RadGoo-heavy regions. A rad-ant colony has a queen just as regular ants do; she uses the stats of a rad-ant with fully-advanced hit dice, and replaces her burrow speed with a fly speed of 60 ft. (Poor).
Species Traits
Lob Acid (Ex): One every 1d4 rounds, a rad-ant can produce a 10-foot line of acidic compound from its mandibles, dealing 2d6 points of acid damage. A character may make a Reflex save (DC 16) to half the damage.
Radioactive Aura (Su): A result of their strange creation, lingering radiation clings to the body of rad-ants. The area within a 10-foot radius of a rad-ant is considered moderately irradiated, while the area between an 11- and 15-foot radius is considered lightly irradiated.
Ressistance to Massive Damage (Ex): Rad-ants are even hardier than most vermin, and gain a +8 species bonus on Fortitude saves to negate the effects of massive damage.
Stunning Clamor (Ex): One every 1d6 rounds, a rad-ant can release a shrill, piercing "laughter"-like shriek that overloads the ears and minds of those that hear it. Any creature within a 30-foot radius must make a Will save (DC 16) or be stunned for 2d4 rounds.
Rad-Ant: CR 8; Huge Vermin; HD 12d8+48; HP 102; Mas 18; Init +0; Spd 40 ft., burrow 20 ft.; Defense 16, touch 8, flat-footed 16 (-2 size, +8 natural); BAB +9; Grap +24; Atk +14 melee (2d8+7 plus 1d6 acid, bite); Full Atk +14 melee (2d8+7 plus 1d6 acid, bite); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Damage reduction 15/fire, darkvision 60 ft., lob acid, radioactive aura, resistance to massive damage, stunning clamor; AL none; Fort +12, Ref +4, Will +5; AP 0; Rep +0; Str 24, Dex 10, Con 18, Int 0, Wis 13, Cha 10.
Skills: Climb +17, Listen +7, Spot +7, Survival +6, Swim +10.
Feats: None.
Advancement: 13-18 HD (Huge).