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The Insectoids! (Dragon #32)
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<blockquote data-quote="BOZ" data-source="post: 815457" data-attributes="member: 1241"><p>INSECTOID, WOBLIN</p><p>Medium-Size Monstrous Humanoid</p><p>Hit Dice: 1d8+2 (6 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: 20 ft, fly 30 ft (good)</p><p>AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14</p><p>Attacks: Sting +4 melee, short sword +0 melee; or short bow +2 ranged</p><p>Damage: Sting 1d4+3 and poison, short sword 1d6+1; or short bow 1d6</p><p>Face/Reach: 5 ft by 5 ft/ 5ft</p><p>Special Attacks: Poison</p><p>Special Qualities: Scent, light sensitivity</p><p>Saves: Fort +2, Ref +3, Will +2</p><p>Abilities: Str 16, Dex 13, Con 14, Int 14, Wis 11, Cha 8</p><p>Skills: Hide +7, Intuit Direction +6, Listen +9, Move Silently +7, Spot +5</p><p>Feats: Alertness, Improved Initiative, Weapon Focus (short sword)</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or nest (4-16)</p><p>Challenge Rating: 1</p><p>Treasure: 50% standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p></p><p> 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.</p><p> 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.</p><p> 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.</p><p> Woblins can speak Common and Goblin.</p><p></p><p>COMBAT</p><p>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.</p><p> Poison: Sting, Fortitude save (DC 13); initial damage 1d6 temporary Dexterity, secondary damage paralysis for 1d6 hours.</p><p> Light Sensitivity (Ex): Woblins suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.</p><p></p><p>WOBLIN CHARACTERS</p><p>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.</p><p></p><p>The woblin first appeared in Dragon 32 (“Leomund’s Tiny Hut”, Len Lakofka, 1980?).</p></blockquote><p></p>
[QUOTE="BOZ, post: 815457, member: 1241"] 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?). [/QUOTE]
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