CleverNickName
Limit Break Dancing
TERMITE, SWAMP
CR 1/2 (200 XP)
N SMALL VERMIN
Init +3; Senses Darkvision 60 ft., scent; Perception +4
DEFENSE
AC 14; touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
OFFENSE
Speed 5 ft., Swim 50 ft.
Melee Bite -1 (1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Ink spray (Fort DC 10), jet
STATISTICS
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 4
Base Atk +0; CMB -6; CMD 7
Feats: AlertnessB
Skills: Perception +4, Stealth +7, Swim +6; Racial Modifiers Perception +4, Swim +8
Languages: none
ECOLOGY
Environment Warm marshes and aquatic
Organization Solitary or group (2-3)
Treasure None
TERMITE, FRESHWATER
CR 1/2 (200 XP)
N SMALL VERMIN (AQUATIC)
Init +3; Senses Darkvision 60 ft., scent; Perception +4
DEFENSE
AC 15; touch 14, flat-footed 12 (+3 Dex, +1 size, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +3, Will +0
OFFENSE
Speed 5 ft., Swim 60 ft.
Melee Bite +0 (1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Ink spray (Fort DC 11), jet
STATISTICS
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 4
Base Atk +1; CMB -5; CMD 8
Feats: AlertnessB
Skills: Perception +4, Stealth +7, Swim +6; Racial Modifiers Perception +4, Swim +8
Languages: none
ECOLOGY
Environment Temperate and warm aquatic
Organization Solitary or group (2-3)
Treasure None
TERMITE, SALTWATER
CR 1 (400 XP)
N MEDIUM VERMIN (AQUATIC)
Init +3; Senses Darkvision 60 ft., scent; Perception +7
DEFENSE
AC 16; touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 22 (4d8+4)
Fort +4, Ref +4, Will +2
OFFENSE
Speed 5 ft., Swim 60 ft.
Melee Bite +5 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Ink spray (Fort DC 12), jet
STATISTICS
Str 14, Dex 17, Con 11, Int -, Wis 12, Cha 2
Base Atk +3; CMB +5; CMD 18
Feats: AlertnessB
Skills: Perception +7, Stealth +3, Swim +10; Racial Modifiers Perception +4, Swim +8
Languages: none
ECOLOGY
Environment Warm aquatic
Organization Solitary or group (2-7)
Treasure None
SPECIAL ABILITIES
Ink Spray (Ex): a water termite can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. Underwater, the cloud provides total concealment, which the termite uses to escape a dangerous foe. All vision within the cloud is obscured. Above the water, the ink spray is a ranged touch attack that delivers a paralyzing toxin to a single foe. The range increment for the ink spray is 5 feet.
Water termite ink (Ex): Contact; save Fort DC varies, frequency 1/round for 4 rounds, effect paralysis, cure 2 consecutive saves.
Jet (Ex): a termite can jet forward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
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Water termites range from 1 to 5 feet long, the largest found only in ocean waters. All are shaped like normal termites, except for an elastic sac in their abdomen which can intake and expel water for movement and feeding. When the sac is completely expanded, the creature looks like a large balloon with a small insect-like head on the front.
The creature does not bite unless cornered; instead, it uses an inky spray for defense.
The real terror of these creatures is the destruction they bring to ships. They cling to hulls, each causing points of hull damage equal to their bite before letting go.1
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1. Gygax, G. and Arneson, D. 1983. Dungeons and Dragons Expert Rulebook. Random House, Inc.
CR 1/2 (200 XP)
N SMALL VERMIN
Init +3; Senses Darkvision 60 ft., scent; Perception +4
DEFENSE
AC 14; touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
OFFENSE
Speed 5 ft., Swim 50 ft.
Melee Bite -1 (1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Ink spray (Fort DC 10), jet
STATISTICS
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 4
Base Atk +0; CMB -6; CMD 7
Feats: AlertnessB
Skills: Perception +4, Stealth +7, Swim +6; Racial Modifiers Perception +4, Swim +8
Languages: none
ECOLOGY
Environment Warm marshes and aquatic
Organization Solitary or group (2-3)
Treasure None
TERMITE, FRESHWATER
CR 1/2 (200 XP)
N SMALL VERMIN (AQUATIC)
Init +3; Senses Darkvision 60 ft., scent; Perception +4
DEFENSE
AC 15; touch 14, flat-footed 12 (+3 Dex, +1 size, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +3, Will +0
OFFENSE
Speed 5 ft., Swim 60 ft.
Melee Bite +0 (1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Ink spray (Fort DC 11), jet
STATISTICS
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 4
Base Atk +1; CMB -5; CMD 8
Feats: AlertnessB
Skills: Perception +4, Stealth +7, Swim +6; Racial Modifiers Perception +4, Swim +8
Languages: none
ECOLOGY
Environment Temperate and warm aquatic
Organization Solitary or group (2-3)
Treasure None
TERMITE, SALTWATER
CR 1 (400 XP)
N MEDIUM VERMIN (AQUATIC)
Init +3; Senses Darkvision 60 ft., scent; Perception +7
DEFENSE
AC 16; touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 22 (4d8+4)
Fort +4, Ref +4, Will +2
OFFENSE
Speed 5 ft., Swim 60 ft.
Melee Bite +5 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Ink spray (Fort DC 12), jet
STATISTICS
Str 14, Dex 17, Con 11, Int -, Wis 12, Cha 2
Base Atk +3; CMB +5; CMD 18
Feats: AlertnessB
Skills: Perception +7, Stealth +3, Swim +10; Racial Modifiers Perception +4, Swim +8
Languages: none
ECOLOGY
Environment Warm aquatic
Organization Solitary or group (2-7)
Treasure None
SPECIAL ABILITIES
Ink Spray (Ex): a water termite can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. Underwater, the cloud provides total concealment, which the termite uses to escape a dangerous foe. All vision within the cloud is obscured. Above the water, the ink spray is a ranged touch attack that delivers a paralyzing toxin to a single foe. The range increment for the ink spray is 5 feet.
Water termite ink (Ex): Contact; save Fort DC varies, frequency 1/round for 4 rounds, effect paralysis, cure 2 consecutive saves.
Jet (Ex): a termite can jet forward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
------------
Water termites range from 1 to 5 feet long, the largest found only in ocean waters. All are shaped like normal termites, except for an elastic sac in their abdomen which can intake and expel water for movement and feeding. When the sac is completely expanded, the creature looks like a large balloon with a small insect-like head on the front.
The creature does not bite unless cornered; instead, it uses an inky spray for defense.
The real terror of these creatures is the destruction they bring to ships. They cling to hulls, each causing points of hull damage equal to their bite before letting go.1
------------
1. Gygax, G. and Arneson, D. 1983. Dungeons and Dragons Expert Rulebook. Random House, Inc.
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