Need help with "bugs"

Neogi
- alien - cross between a moray eel and a spider
- highly intelligent
- dangerous - spellcasters
- organized on an interplanetary scale
- have their own flying (spelljammer) ships that look like gargantuan spiders (how cool is that!!)
- cool pets (umberhulks)
- use lots of humanoid slaves
- really evil - for example, drain the life energy from slaves to power their ships
- have secretive and relatively unknown members of their race with mysterious behaviors (Great Old Masters)

Denis, aka "Maldin"
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Maldin's Greyhawk http://melkot.com
Loads of edition-independent Greyhawk goodness - maps, mysteries, mechanics, magic
 

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dig out your old 1edADnD books or White Dwarf Magazines...

Crabmen...

for added flavor use the Maelstrom/Stormwrack stuff. for new weapons, armor, and items.
 


I'll second the Neogi comment. Evil spider-like beings who make frequent use of slavery? Friggin' awesome. Plus, they fit well as "alien overlords", in that they actually come from outer space. How cool is that!?
 

Formians.

Just ignore the whole "Mechanus" bit like I do.

Completely freaked out a previous group. The came across a Taskmaster with a human slave and a couple of Workers. Killed the Taskmaster and Workers, "saved" the slave.

Only to have him go completely bat guano on them about how "The Great Queen" already knew they were there. (Telepathy, 50 mile range, everything in that range) Knew everything.

Now the whole Hive knows you're here. You're doomed! Nothing can save you!

The group dropped and ran. Gave up the entire adventure, spoiling a lot of work on my part.
 

Large underground spiders that live in colonies and communicate with each other via chemicals and tapping the ground with their forelimbs. Lower-level 'soldier' and 'worker' caste spiders are basically unintelligent vermin, but more advanced spiders posses limited intelligence, some psionic abilities, and the ability to communicate and direct the soldiers and workers. None are really able to communicate with humanoids in any sort of meaningful way.

They paralyze and capture humanoids and small animals, then string them up in a 'feeding farm'. Specialized spiders('farmer' caste) periodically come by and feed the paralyzed victims a concentrated sugar solution to keep them alive for as long as possible, and the other castes stop by and drain some blood/fluids from the victims for nourishment.

Is that creepy and alien enough?

(Incidentally, if people think this is a cool idea, I may release these guys as a mini-pdf with d20/true20 stats. Interested?)
 

Bah, spiders are done to death. Ditto for mantises and ants.

Roaches.

Just consider what the roach has to offer:
They are capable of surviving ANYTHING. Remind me, what are the only things that will survive after a Nuclear holocaust? Roaches and Keith Richards. That's right. Just imagine a vermin the size of a dwarf that won't stay dead? The best way you could reflect that in straight D20 is to give a bombadeer beetle d12 for hit dice, up it's AC by a bunch of points, give it a DR #/-, and a Spell resistance that would make the tarrasque proud.

They are naturally insideous, and will work their way into anything they can

They are ravenous and consume everything they can in order to reproduce as fast as they can.

They are a vactor, the grand majority of them are diseased.
 

Aw, c'mon. Where's you sense of fun, guys!

Insectoid baddies are no fun unless they feature blook-sucking (or even better, brain-sucking) probiscis, stingers, or ovipositors!
 
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Agent Oracle said:
Bah, spiders are done to death.

Aranea and ettercaps are pretty underused, overall. Besides, there's an inherent creepy-factor with spiders that makes them great for scaring players. Roaches don't have that.

Though, they are great for that diseased ravenous horde idea. If only there's a way to work that into my game...
 

Check out the Mindshredders from MMIII.


Here're some Modern monsters:
INFESTER
Species Traits
Anesthetic Bite (Ex): The bite of an infester grub releases an anesthetic that numbs nerves. An opponent that does not actually witness the attack must make a successful Wisdom check (DC 20) to notice it.
Attach (Ex): If an infester grub successfully deals damage to a warm-blooded opponent, it latches onto the latter’s body in the same round and begins to burrow inside. The burrowing process takes 1 round to complete, during which the grub is flat-footed (Defense 16). Once the grub has finished burrowing into the host, only a tiny wound is left to indicate that anything is amiss.
Boost Host (Ex): An attached infester constantly pumps endorphins and other chemicals into the host’s body, increasing its strength and instilling a sense of euphoria and indestructibility. The host gains a +2 bonus to both Strength and Constitution but takes a –2 penalty to Wisdom. These adjustments begin within 1d6 rounds of attachment and remain in effect as long as the infester is within the host’s body.
Host Protection (Ex): An attached infester uses its host’s base saving throw bonuses if those are better than its own. Effects that target vermin can’t affect an infester inside a host of another type.
Infestation (Ex): Once inside its host, an infester grub slowly makes its way through the bloodstream until it reaches the torso, where it takes up residence and begins drawing nutrients from the host’s body. During this period, its boost host ability (see above) is constantly in effect.
Because of the infester’s unique nutritional needs, even a normally herbivorous host gains an insatiable appetite for raw meat—particularly that of its own species. Some instances of cannibalism are the result of infesters that drove their hosts beyond the brink of sanity with their lust for meat.
After one month of incubation, the infester reaches its full adult size and starts chewing its way out of the host’s torso. This process takes 1d6 minutes, during which the host experiences excruciating pain. The victim must make a Fortitude save (DC 20) or die when the infester bursts from its torso. Even on a successful save, the host still takes 6d6 points of damage.
Once freed from the host, the adult infester seeks out a pool of filth and mud in which to live. It defends itself against any attacks but otherwise avoids conflict. After 1d6 days, the infester gives birth to thousands of grubs and then perishes, its body providing nourishment for its brood. Only a few of these offspring survive beyond the first few hours. The remaining grubs wait patiently until another unsuspecting creature comes along to repeat the cycle.
A successful Treat Injury check (DC 25) reveals the presence of an infester inside a host. The parasite can be removed with surgery (Treat Injury DC 30). A failure by 5 or more irritates the infester, which begins burrowing out of the host prematurely, dealing 2d6 points of damage to its host (Fortitude DC 20 half).
Vermin: Infesters have blindsight out to a range of 60 feet. They are immune to mind-affecting effects and gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.

Infester (grub): CR 1/10; Fine vermin; HD 1/16 d8; hp 1; Mas 11; Init +3; Spd 30 ft.; Defense 24, touch 18, flat-footed 16 (+8 size, +6 Dex); BAB +0; Grap –21; Atk +3 melee (1, bite); Full Atk +3 melee (1, bite); FS 6 in. by 6 in.; Reach 0 ft.; SQ anesthetic bite, attach, blindsight 60 ft., boost host, host protection, infestation, vermin; AL none; SV Fort +2, Ref +6, Will +0; AP 0; Rep +0; Str 1, Dex 23, Con 11, Int 1, Wis 10, Cha 5.
Skills: Hide +24, Move Silently +8, Spot +6.
Feats: None.
Advancement: None.

Infester (adult): CR 1; Tiny vermin; HD 1d8+3; hp 7; Mas 13; Init +3; Spd 30 ft.; Defense 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural); BAB +0; Grap –9; Atk +0 melee (1d3–2, bite); Full Atk +0 melee (1d3–1, bite); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ blindsight 60 ft., boost host, host protection, infestation, vermin; AL none; SV Fort +3, Ref +3, Will +0; AP 0; Rep +0; Str 6, Dex 16, Con 13, Int 1, Wis 10, Cha 5.
Skills: Hide +14, Move Silently +6, Spot +6.
Feats: None.
Advancement: None.

Puppeteer
Species Traits
Combined Challenge Rating: The Challenge Rating of a puppeteer with a host is equal to the host’s Challenge Rating +1.
Glide (Sp): A puppeteer can glide through the air at a speed of 20 feet for up to 16 minutes at a time, with poor maneuverability. The puppeteer cannot manifest psionic powers while gliding.
Psionics (Sp): 3/day—brain lock, lesser domination. These abilities are as the psionic powers of an 8th-level manifester.
Thrall (Sp): If a puppeteer successfully uses lesser domination on its host seven times, the final effect is permanent, bonding the host to the puppeteer. The thralled host will carry out the orders of the puppeteer, including self-destructive orders. Actions against the host’s original nature allow the host a Will save (DC 22) to resist, with a –10 penalty on the roll. A successful save negates that particular action (or future occurrences of that action), but the host remains the puppeteer’s thrall.
Shared Host (Ex): When multiple puppeteers prey on a single host, the blood drain can be too great for the host to bear. The extensive blood drain deals 1 point of temporary Constitution damage per day, and a host reduced to 0 Constitution in this fashion dies. The minimum number of puppeteers needed to cause temporary Constitution damage depends on the host’s size: Diminutive 2, Tiny 4, Small 12, Medium-size 20, Large 30, Gargantuan 50, Colossal 90.
Blindsight (Ex): A puppeteer can ascertain creatures by nonvisual means within 60 feet. The puppeteer confers blindsight upon its host.
Host Protection (Ex): An attached puppeteer uses its host’s base saving throw bonuses if they’re better than its own. Effects that target vermin can’t affect a puppeteer riding a humanoid host.
Immunities: Puppeteers are immune to mind-influencing effects. This ability is conferred upon the puppeteer’s host as well.
Resistance to Massive Damage (Ex): Puppeteers gain a +5 species bonus on Fortitude saves to negate the effects of massive damage. This ability is conferred upon the puppeteer’s host as well.
Shared Skills: The puppeteer retains its skills when it takes a host. The host gains a +4 bonus on Listen and Spot checks.

Puppeteer: CR 1; Fine vermin; HD 1/16 d8–1; hp 1; Mas 9; Init +4; Spd 5 ft., fly 20 ft. (poor); Defense 22, touch 22, flat-footed 18 (+8 size, +4 Dex); BAB +0; Grap –13; Atk +3 melee (1, bite); Full Atk +3 melee (1, bite); FS 6 in. by 6 in.; Reach 0 ft.; SQ glide, psionics, thrall, shared host, blindsight 60 ft., host protection, immune to mind-influencing effects, resistance to massive damage; AL evil; SV Fort +1, Ref +4, Will +3; AP 0; Rep +0; Str 1, Dex 19, Con 9, Int — (or as host), Wis 16, Cha 14.
Skills: Hide +20, Listen +7, Spot +7.
Feats: None.
Advancement: None.

Puppeteer Host (Human Charismatic Ordinary 5): CR 5; Medium-size humanoid; HD 5d6; hp 19; Mas 10; Init +0; Spd 30 ft.; Defense 13, touch 13, flat-footed 12 (+1 Dex, +2 class); BAB +2; Grap +1; Atk +1 melee (1d3 electricity plus paralysis, stun gun); Full Atk +1 melee (1d3 electricity plus paralysis, stun gun), or +3 ranged (2d6, Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blindsight 60 ft., immune to mind-influencing effects, resistance to massive damage; AL puppeteer; SV Fort +3*, Ref +4*, Will +0*; AP 0; Rep +3; Str 8, Dex 12, Con 10, Int 11, Wis 9, Cha 14.
*While attached to its host, the puppeteer’s saving throw bonuses are as follows: Fort +2, Ref +7, Will +4.
Occupation: White collar (bonus class Skills: Computer Use and Knowledge [business]).
Skills: Bluff +10, Computer Use +4, Diplomacy +12, Disguise +6, Gather Information +12, Intimidate +10, Knowledge (business) +8, Knowledge (current events) +8, Listen +3**, Read/_Write English (or other language), Speak English (or other language), Spot +3**.
**Skill bonus conferred by puppeteer.
Feats: Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Trustworthy.
Possessions: Business clothes, cell phone, PDA, briefcase, stun gun, Beretta 92F (9mm autoloader)†, 15 rounds of 9mm ammunition†, firearms license†, wallet with ID and credit cards, BMW M3 sports coupe with car alarm, car alarm keychain.
†These items are stored in the BMW’s glove compartment.

Roach Thrall
Roach thralls learn the dominant human language in their area quickly—generally within a few weeks of emerging from their eggs. They lose the ability to speak if they emerge from their human host, but they still understand any human language they know. In their true forms, roach thralls can wordlessly speak to each other by linking their antennae. In roach form, a roach thrall is about 5 feet long and weighs about 150 pounds.
Species Traits
Roach thralls have the following traits:
Human Host: While inside its human host, the roach thrall can’t use its natural weapons or darkvision. The host body has 10 hit points; if it’s reduced to 0 or fewer hit points, the roach thrall automatically spends a full-round action growing out of the ruined host.
The roach thrall can voluntarily cast aside its host body as a full-round action.
Multiple Limbs: Once they’ve emerged from their human hosts, roach thralls walk upright for a few days before reverting to the gait of a cockroach. This is a preference, not a mandate; the roach thrall can choose whether to be upright or not once per round as a free action. An upright roach thrall has a speed of 30 feet and can use four limbs to attack. Otherwise, it has a speed of 40 feet and can only use two limbs to attack.
Resistance to Massive Damage (Ex): Although roach thralls aren’t vermin, they share some attributes with cockroaches. Roach thralls gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.
Darkvision (Ex): Roach thralls outside of their human hosts can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and otyughs can function with no light at all.
Skill Bonus: The roach thrall living inside a human host gains a +10 species bonus on Disguise checks. It also gains a +5 species bonus on Bluff checks when attempting to pass itself off as its human host.

Roach Thrall: CR 2; Medium aberration; HD 3d8+3; hp 16; Mas 12; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft. (bipedal) or 40 ft. (as insect); Defense 18, touch 12, flat-footed 16 (+2 Dex, +6 natural); BAB +2; Grap +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws or 4 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ human host, multiple limbs, resistance to massive damage, darkvision 60 ft.; AL roach thralls; SV Fort +2, Ref +3, Will +4; AP 0; Rep +0; Str 11, Dex 14, Con 12, Int 14, Wis 13, Cha 7.
Skills: Bluff +5 (+10 when pretending to be its human host), Climb +4, Disguise +5 (+15 inside human host), Jump +4, Listen +6, Read/Write Language (any three), Sense Motive +5, Speak Language (any three), Spot +6, Swim +4.
Feats: Alertness, Archaic Weapons Proficiency, Deceptive, Improved Initiative, Simple Weapons Proficiency.
Advancement: 4–6 HD (Medium) in cockroach form.
 

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