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[Template] Lesser Hivemind (added Hive Queen template)
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<blockquote data-quote="HellHound" data-source="post: 1566911" data-attributes="member: 3397"><p><strong>Dust Mephit Hive Queen</strong></p><p></p><p>While most dust mephit hives are collections of autonomous units operating as a collective intelligence, there are some that truly become hive minds, with a single intellect that can and does override the individual hive members. This enormous (by mephit standards) queen mephit is rarely seen outside of the hive lair, from whence she coordinates activities and collects power. If a situation is particularly dire, she will intervene directly with the help of her hive, but is just as likely to pick up those members of the hive she can get and evacuate.</p><p></p><p>This sample Hive Queen uses an advanced elite dust mephit as the base creature.</p><p></p><p><strong>Medium Outsider (Air, Extraplanar, Psionic)</strong></p><p><strong>Hit Dice</strong>: 9d8+18 (58 hp)</p><p><strong>Initiative</strong>: +8</p><p><strong>Speed</strong>: 30 ft. (6 squares), fly 50 ft. (10 squares) (perfect)</p><p><strong>Armor Class</strong>: 17 (+0 size, +4 Dex, +3 natural), touch 14, flat-footed 13 (+1 AC / 3 lesser hivemind mephits in sight)</p><p><strong>Base Attack / Grapple</strong>: +9 / +9</p><p><strong>Attack</strong>: Claw +9 melee (1d4)</p><p><strong>Full Attack</strong>: 2 claws +9 melee (1d4)</p><p><strong>Space / Reach</strong>: 5 ft. / 5 ft.</p><p><strong>Special Attacks</strong>: Breath weapon, spell-like abilities, summon mephit, </p><p><strong>Special Qualities</strong>: Damage reduction 5/magic, darkvision 60 ft., fast healing 2, psi-like abilities, perfect teamwork, take abilities, wild power.</p><p><strong>Saves</strong>: Fort +8, Ref +10, Will +10</p><p><strong>Abilities</strong>: Str 10 Dex 18 Con 15 Int 12 Wis 19 Cha 20 </p><p><strong>Skills</strong>: Bluff +17, Concentration +14, Escape Artist +16, Hide +16, Diplomacy +13, Disguise +5 (+7 acting), Intimidate +13, Listen +16, Move Silently +10, Psicraft +9, Spot +16, Use Rope +4 (+6 with bindings).</p><p><strong>Feats</strong>: Combat Manifestation, Dodge, Improved Initiative, Power Penetration</p><p><strong>Environment</strong>: Elemental Plane of Air</p><p><strong>Organization</strong>: Hive (2-200 hiveminders and Queen)</p><p><strong>Challenge Rating</strong>: 9</p><p><strong>Treasure</strong>: Standard</p><p><strong>Alignment</strong>: Usually Lawful Neutral</p><p><strong>Advancement</strong>: none</p><p><strong>Level Adjustment</strong>: +12</p><p></p><p><strong>Breath Weapon (Su)</strong>: A mephit can use its breath weapon once every 1d4 rounds as a standard action. The hive queen dust mephit’s breath weapon is a 10-foot cone of irritating particles, dealing 1d6 damage, Reflex DC 16 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.</p><p><strong>Spell-Like Abilities</strong>: Once per hour, a dust mephit hive queen can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 21, caster level 6th). The save DC is Charisma-based.</p><p><strong>Summon Mephit (Sp)</strong>: Once per day, a dust mephit can attempt to summon another dust mephit, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.</p><p><strong>Fast Healing (Ex)</strong>: Dust mephits heal 2 points of damage each round, provided they are still alive and in an arid, dusty environment.</p><p><strong>Psi-like Abilities (Sp)</strong>: at will: mind link, missive; 1 / day: mass missive. </p><p><strong>Perfect Teamwork (Su)</strong>: Lesser hiveminders can use the aid another action to grant the Hive Queen a +4 bonus instead of the normal +2 bonus. If the aid another check results in a total of 20 or greater, the bonus is increased to +6.</p><p><strong>Take Abilities (Su)</strong>: As a standard action which provokes an attack of opportunity, a hive queen can ‘take’ a feat or Int-based skill from a lesser hiveminder with whom she has an established mind link. The ‘donor’ of the feat or skill need not be willing, and the queen must make a successful Will save with a DC of 20 to succeed at the task (this can be attempted repeatedly, but the borrower cannot ‘take 10’ or ‘take 20’ on a Will save). The queen gains the use of the feat or skill ranks for 1d4 minutes, and the donor does not lose access to this feat or skill during that time.</p><p><strong>Wild Power (Sp)</strong>: A hive queen dust mephit with at least 8 hivemind members knows and manifests powers as a level 5 wilder. 37 Power Points, base save DC = 15 + power level. Powers known: 1 – inertial armor, mind thrust; 2 – cloud mind.</p><p></p><p><strong>Creating a Hive Queen</strong></p><p>“Hive Queen” is an inherited template that can be added to any sentient creature. Typically, the creature will be an advanced version of the creatures in the hive, using the elite stat array. Sometimes (albeit rarely), the hive queen is a different race of creature entirely than the rest of the hive.</p><p>A hive queen uses all of the base creature’s statistics and special abilities except as noted here.</p><p><strong>Size and Type</strong>: The base creature’s size and type remain unchanged, unless the creature is an animal (in which case it becomes a magical beast [augmented animal]). It gains the psionic subtype.</p><p><strong>Armor Class</strong>: Due to the sensory link with the rest of the hive, hive queens gain an insight bonus to armor class equal to one-third of the number of lesser hiveminders who have the queen within line of sight. For ease of use, calculate this bonus for a group of lesser hiveminders at the beginning of an encounter, and only reduce it by 1 for every three lesser hiveminders slain or rendered hors-de-combat.</p><p><strong>Special Qualities</strong>: a hive queen retains all the special qualities of the base creature and gains those described below:</p><p><strong><em>Psi-like Abilities (Sp)</em></strong>: at will: mind link, missive; 1 / day: mass missive. </p><p><strong><em>Perfect Teamwork (Su)</em></strong>: Lesser hiveminders can use the aid another action to grant the hive queen a +4 bonus instead of the normal +2 bonus. If the aid another check results in a total of 20 or greater, the bonus is increased to +6.</p><p><strong><em>Take Abilities (Su)</em></strong>: As a standard action which provokes an attack of opportunity, a hive queen can ‘take’ a feat or Int-based skill from a lesser hiveminder with whom she has an established mind link. The ‘donor’ of the feat or skill need not be willing, and the queen must make a successful Will save with a DC of 20 to succeed at the task (this can be attempted repeatedly, but the borrower cannot ‘take 10’ or ‘take 20’ on a Will save). The queen gains the use of the feat or skill ranks for 1d4 minutes, and the donor does not lose access to this feat or skill during that time.</p><p><strong><em>Wild Power (Sp)</em></strong>: The collective power of the hivemind grants the hive queen the ability to manifest psionic powers as a wilder. The queen gains a number of power points equal to a wilder of the indicated level, as well as knowledge of the indicated number of powers. The level of manifester power available depends both on the size of the hivemind and the hit dice of the hive queen, as shown in the table below. The hive queen must meet both prerequisites for the manifester level on the table, thus a 28 HD hive queen with only 8 hive members would know and manifest powers as a level 5 wilder. </p><p>Hive Queen HD Minimum Hive Size Wilder Equivalent Level</p><p>1-5 2 1</p><p>6-8 4 3</p><p>9-11 8 5</p><p>12-14 16 7</p><p>15-17 32 9</p><p>18-20 64 11</p><p>21-23 96 13</p><p>24-26 128 15</p><p>27-29 160 17</p><p>30+ 192 19 </p><p><strong>Abilities</strong>: Increase from the base creature as follows: +4 Intelligence, +4 Wisdom, +4 Charisma</p><p><strong>Organization</strong>: Hive (2-200 lesser hiveminders and 1 Hive Queen)</p><p><strong>Challenge Rating</strong>: Same as the base creature +3.</p><p><strong>Alignment</strong>: Usually lawful.</p><p><strong>Advancement</strong>: Same as base creature.</p><p><strong>Level Advancement</strong>: Same as the base creature +9.</p></blockquote><p></p>
[QUOTE="HellHound, post: 1566911, member: 3397"] [b]Dust Mephit Hive Queen[/b] While most dust mephit hives are collections of autonomous units operating as a collective intelligence, there are some that truly become hive minds, with a single intellect that can and does override the individual hive members. This enormous (by mephit standards) queen mephit is rarely seen outside of the hive lair, from whence she coordinates activities and collects power. If a situation is particularly dire, she will intervene directly with the help of her hive, but is just as likely to pick up those members of the hive she can get and evacuate. This sample Hive Queen uses an advanced elite dust mephit as the base creature. [b]Medium Outsider (Air, Extraplanar, Psionic)[/b] [b]Hit Dice[/b]: 9d8+18 (58 hp) [b]Initiative[/b]: +8 [b]Speed[/b]: 30 ft. (6 squares), fly 50 ft. (10 squares) (perfect) [b]Armor Class[/b]: 17 (+0 size, +4 Dex, +3 natural), touch 14, flat-footed 13 (+1 AC / 3 lesser hivemind mephits in sight) [b]Base Attack / Grapple[/b]: +9 / +9 [b]Attack[/b]: Claw +9 melee (1d4) [b]Full Attack[/b]: 2 claws +9 melee (1d4) [b]Space / Reach[/b]: 5 ft. / 5 ft. [b]Special Attacks[/b]: Breath weapon, spell-like abilities, summon mephit, [b]Special Qualities[/b]: Damage reduction 5/magic, darkvision 60 ft., fast healing 2, psi-like abilities, perfect teamwork, take abilities, wild power. [b]Saves[/b]: Fort +8, Ref +10, Will +10 [b]Abilities[/b]: Str 10 Dex 18 Con 15 Int 12 Wis 19 Cha 20 [b]Skills[/b]: Bluff +17, Concentration +14, Escape Artist +16, Hide +16, Diplomacy +13, Disguise +5 (+7 acting), Intimidate +13, Listen +16, Move Silently +10, Psicraft +9, Spot +16, Use Rope +4 (+6 with bindings). [b]Feats[/b]: Combat Manifestation, Dodge, Improved Initiative, Power Penetration [b]Environment[/b]: Elemental Plane of Air [b]Organization[/b]: Hive (2-200 hiveminders and Queen) [b]Challenge Rating[/b]: 9 [b]Treasure[/b]: Standard [b]Alignment[/b]: Usually Lawful Neutral [b]Advancement[/b]: none [b]Level Adjustment[/b]: +12 [b]Breath Weapon (Su)[/b]: A mephit can use its breath weapon once every 1d4 rounds as a standard action. The hive queen dust mephit’s breath weapon is a 10-foot cone of irritating particles, dealing 1d6 damage, Reflex DC 16 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. [b]Spell-Like Abilities[/b]: Once per hour, a dust mephit hive queen can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 21, caster level 6th). The save DC is Charisma-based. [b]Summon Mephit (Sp)[/b]: Once per day, a dust mephit can attempt to summon another dust mephit, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell. [b]Fast Healing (Ex)[/b]: Dust mephits heal 2 points of damage each round, provided they are still alive and in an arid, dusty environment. [b]Psi-like Abilities (Sp)[/b]: at will: mind link, missive; 1 / day: mass missive. [b]Perfect Teamwork (Su)[/b]: Lesser hiveminders can use the aid another action to grant the Hive Queen a +4 bonus instead of the normal +2 bonus. If the aid another check results in a total of 20 or greater, the bonus is increased to +6. [b]Take Abilities (Su)[/b]: As a standard action which provokes an attack of opportunity, a hive queen can ‘take’ a feat or Int-based skill from a lesser hiveminder with whom she has an established mind link. The ‘donor’ of the feat or skill need not be willing, and the queen must make a successful Will save with a DC of 20 to succeed at the task (this can be attempted repeatedly, but the borrower cannot ‘take 10’ or ‘take 20’ on a Will save). The queen gains the use of the feat or skill ranks for 1d4 minutes, and the donor does not lose access to this feat or skill during that time. [b]Wild Power (Sp)[/b]: A hive queen dust mephit with at least 8 hivemind members knows and manifests powers as a level 5 wilder. 37 Power Points, base save DC = 15 + power level. Powers known: 1 – inertial armor, mind thrust; 2 – cloud mind. [b]Creating a Hive Queen[/b] “Hive Queen” is an inherited template that can be added to any sentient creature. Typically, the creature will be an advanced version of the creatures in the hive, using the elite stat array. Sometimes (albeit rarely), the hive queen is a different race of creature entirely than the rest of the hive. A hive queen uses all of the base creature’s statistics and special abilities except as noted here. [b]Size and Type[/b]: The base creature’s size and type remain unchanged, unless the creature is an animal (in which case it becomes a magical beast [augmented animal]). It gains the psionic subtype. [b]Armor Class[/b]: Due to the sensory link with the rest of the hive, hive queens gain an insight bonus to armor class equal to one-third of the number of lesser hiveminders who have the queen within line of sight. For ease of use, calculate this bonus for a group of lesser hiveminders at the beginning of an encounter, and only reduce it by 1 for every three lesser hiveminders slain or rendered hors-de-combat. [b]Special Qualities[/b]: a hive queen retains all the special qualities of the base creature and gains those described below: [b][i]Psi-like Abilities (Sp)[/i][/b]: at will: mind link, missive; 1 / day: mass missive. [b][i]Perfect Teamwork (Su)[/i][/b]: Lesser hiveminders can use the aid another action to grant the hive queen a +4 bonus instead of the normal +2 bonus. If the aid another check results in a total of 20 or greater, the bonus is increased to +6. [b][i]Take Abilities (Su)[/i][/b]: As a standard action which provokes an attack of opportunity, a hive queen can ‘take’ a feat or Int-based skill from a lesser hiveminder with whom she has an established mind link. The ‘donor’ of the feat or skill need not be willing, and the queen must make a successful Will save with a DC of 20 to succeed at the task (this can be attempted repeatedly, but the borrower cannot ‘take 10’ or ‘take 20’ on a Will save). The queen gains the use of the feat or skill ranks for 1d4 minutes, and the donor does not lose access to this feat or skill during that time. [b][i]Wild Power (Sp)[/i][/b]: The collective power of the hivemind grants the hive queen the ability to manifest psionic powers as a wilder. The queen gains a number of power points equal to a wilder of the indicated level, as well as knowledge of the indicated number of powers. The level of manifester power available depends both on the size of the hivemind and the hit dice of the hive queen, as shown in the table below. The hive queen must meet both prerequisites for the manifester level on the table, thus a 28 HD hive queen with only 8 hive members would know and manifest powers as a level 5 wilder. Hive Queen HD Minimum Hive Size Wilder Equivalent Level 1-5 2 1 6-8 4 3 9-11 8 5 12-14 16 7 15-17 32 9 18-20 64 11 21-23 96 13 24-26 128 15 27-29 160 17 30+ 192 19 [b]Abilities[/b]: Increase from the base creature as follows: +4 Intelligence, +4 Wisdom, +4 Charisma [b]Organization[/b]: Hive (2-200 lesser hiveminders and 1 Hive Queen) [b]Challenge Rating[/b]: Same as the base creature +3. [b]Alignment[/b]: Usually lawful. [b]Advancement[/b]: Same as base creature. [b]Level Advancement[/b]: Same as the base creature +9. [/QUOTE]
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