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The Insectoids! (Dragon #32)

how about this, lifted straight from the meazel:

Scorpiorcs share the rogue's ability to strike effectively when an opponent is unaware of their presence. Any time an opponent would be denied his Dexterity bonus to AC, or when the scorpiorc flanks its victim, the scorpiorc deals an additional 2d6 points of damage per attack. If the scorpiorc has levels as a rogue, then it adds its regular class bonus to this base damage.
 

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Yes, that's what I meant. Maybe reword "If the scorpiorc has levels as a rogue, then it adds its regular class bonus to this base damage." into "If the scorpiorc has levels in classes that grants the sneak attack ability, then it adds its regular class bonus to this base damage." There are other classes (like assassin) that have sneak attack.
 


not that i could see.

and gez, consider that fixed. :) or at least, it will be by the time it makes it to the CC.
 

INSECTOID, WOBLIN
Medium-Size Monstrous Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft, fly 30 ft (good)
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Attacks: Sting +4 melee, short sword +0 melee; or short bow +2 ranged
Damage: Sting 1d4+3 and poison, short sword 1d6+1; or short bow 1d6
Face/Reach: 5 ft by 5 ft/ 5ft
Special Attacks: Poison
Special Qualities: Scent, light sensitivity
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 16, Dex 13, Con 14, Int 14, Wis 11, Cha 8
Skills: Hide +7, Intuit Direction +6, Listen +9, Move Silently +7, Spot +5
Feats: Alertness, Improved Initiative, Weapon Focus (short sword)

Climate/Terrain: Any land and underground
Organization: Solitary or nest (4-16)
Challenge Rating: 1
Treasure: 50% standard
Alignment: Usually lawful evil
Advancement: By character class

The woblin is more truly a synthesis of its giant wasp and goblin components than most of the other insectoid types. Its body is goblinoid in appearance, but is very gaunt and segmented like an insect’s. It’s head, also goblinoid, has segmented eyes and a wasp’s mouth. A woblin has a pair of 2-foot long antennae that provide it with an extraordinary ability to detect air movement and smell, making its eyes mostly unnecessary. The woblin has four legs as well as two limbs that end in appendages similar to hands, with which it can grasp and use most weapons. Woblins are usually 4 to 6 feet in total length.
A woblin’s tiny wings do not allow it to fly for long. Most adults have wings that are either useless or do not allow them to do much more than hover and fly horizontally. They tend to live in caves or deep down in the Underdark. Their complex society is fully integrated and coordinated, allowing all members to function to their utmost.
The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.
Woblins can speak Common and Goblin.

COMBAT
Woblins like to get into melee with opponents, where they can sting and paralyze them. It can only use its stinger while in flight, on a motionless target, or against an opponent facing it from the back. Woblins with a Wisdom of 12 or higher are usually tribal clerics, functioning also as shamans to that community.
Poison: Sting, Fortitude save (DC 13); initial damage 1d6 temporary Dexterity, secondary damage paralysis for 1d6 hours.
Light Sensitivity (Ex): Woblins suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

WOBLIN CHARACTERS
A woblin’s favored class is rogue, and antold leaders tend to be rogues or fighter/rogues. Woblin clerics can choose any two of the following domains: Destruction, Evil, Law, and Trickery. Most woblin spellcasters, however, are adepts.

The woblin first appeared in Dragon 32 (“Leomund’s Tiny Hut”, Len Lakofka, 1980?).
 

INSECTOID, SKAG
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+6 (15 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Attacks: Greatsword +7 melee; or mighty composite longbow +4 ranged
Damage: Greatsword 2d6+4; or mighty composite longbow 1d8+4
Face/Reach: 5 ft by 5 ft/ 5ft
Special Qualities: Scent, SR 12
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 18, Dex 14, Con 17, Int 16, Wis 13, Cha 13
Skills: Climb +10, Hide +5, Intimidate +9, Listen +8, Move Silently +5, Search +7, Spot +8
Feats: Alertness, Improved Initiative, Weapon Focus (greatsword)

Climate/Terrain: Any land and underground
Organization: Solitary or gang (1-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

The skag is the most powerful and most successfully created species among the insectoids. The name skag is actually an anagram for the various creatures it is created from: giant scorpions, kobolds, giant ants, and goblins. This monstrosity walks upright on two humanoid legs, and has two powerful humanoid arms. Its body is covered in a hard chitin that keeps it well protected. Its head is much like that of a grasshopper, with two large eyes that function independently of each other. It also has long antennae that are very receptive to air movement and smell. These imposing creatures stand from 6 to 8 feet tall. Each skag has a different appearance, usually a variation between the four composite creatures that make it up.
Skags are terrors that command respect from the other insectoids. They are usually found among other populations of insectoids, guiding them and leading them. When not living among other races, the skags can build their own set of complex structures, or simply dwell in caves or subterranean lairs.
The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.
Skags can speak Common, Draconic, and Goblin, and are able to communicate with all other insectoids and vermin of any type.

COMBAT
Skags are powerful fighters, and usually have at least one spellcaster in a group. They practice their combat tactics well, and are often found leading a group of one insectoid type or another, or a mixed group. Skags often use items to protect themselves, including mundane things like shields, as well as magic items like bracers of armor or a cloak of protection. They fear flame though, and never use an item related to fire.
Skills: The skag’s size and appearance gives the creatures a +4 racial bonus to Intimidate checks against humanoids and monstrous humanoids within 10 feet.

SKAG CHARACTERS
A skag’s favored class is fighter, and skag leaders tend to be fighters, fighter/wizards or fighter/clerics. Skag clerics can choose any two of the following domains: Destruction, Evil, Strength, and War.

The skag first appeared in Dragon 32 (“Leomund’s Tiny Hut”, Len Lakofka, 1980?).
 

so what do you all think of these monsters? i'm planning on putting them, along with the chagmats and the shoosuvas on the CC tonite. next up: more planescape monsters! :)
 

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