1d6 x10 minutes is ok by me, though mostly I picked 1d6 hours just because I can never remember old edition time units.We could do a bit shorter if you prefer.
Sounds good. Shall we deal with the Parry ability next? Did you find where we used that elsewhere?
Scythe Parry (Ex): The Reaper can use its scythe to parry attacks from melee weapons or ranged weapons. The Reaper can make one parry attempt per round, plus additional parry attempts in place of Attacks of Opportunity.
To parry, the Reaper makes an attack roll with its scythe (+16 modifier). If this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon).
The Reaper can parry while fighting defensively (+2 dodge, –4 attack rolls). The -4 attack penalty for fighting defensively does not apply to parry rolls. If the Reaper uses the total defense action, it can attempt to parry all attacks made against it in that round.
Tentacle-Parry (Ex): A nyraala golem can use an immediate action to try parrying a single melee attack by any opponent within reach of its tentacle. The golem makes a tentacle attack roll and, if the result is equal to or higher than the opponent's attack roll, it successfully parries the blow and takes no damage. The golem can not make a regular tentacle-attack in a round it uses tentacle-parry.
I think I'd go with something like the Tentacle Parry above.The isopterites are also very quick in hand-to-hand combat. They attack twice each melee round with rapid strikes from their bone-hard appendages, inflicting 1-8 points of damage per attack. They can also parry one frontal attack each melee round without sacrificing their normal attacks. The parry gives the attacker –3 on his attack roll.
Well, there's this from the Reaper:
Or this, from the nyraala golem:
The original is
I think I'd go with something like the Tentacle Parry above.
I like #1 also. Spending an immediate action is a small penalty, at least.
Yeah, there's no indication in the original what the range of their "hive intelligence" is, so we might as well go for the default.With nothing else to go on, I'd stick with a 50 mile range like the formians.
Sure, Spot and Power Attack seem a good fit. I did wonder about a racial bonus on Climb checks since the SRD Giant Ant and Termite have +8 to Climb. Maybe a rank or two in Climb on top? Those two giant insects also have a Climb Speed, but I wouldn't go that far. A +4 or +6 racial bonus to Climb checks?Spot or else Listen would seem to make sense for the skill ranks. I think I like Power Attack for the feat for the Warrior here.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.