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MONSTERS (VERMIN)

These creatures operate on instinct, driven by simple needs such as food and reproduction. Except where noted, vermin attack only when hungry or threatened.

Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).

—Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

—Darkvision out to 60 feet.

—Alignment: Always neutral. Vermin are not governed by a human sense of morality.

—Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed.

GIANT ANT

 

Giant Ant, Worker

Giant Ant, Soldier

Giant Ant, Queen

 

Medium Vermin

Medium Vermin

Large Vermin

Hit Dice:

2d8 (9 hp)

2d8+2 (11 hp)

4d8+4 (22 hp)

Initiative:

+0

+0

–1

Speed:

50 ft. (10 squares), climb 20 ft.

50 ft. (10 squares), climb 20 ft.

40 ft. (8 squares)

Armor Class:

17 (+7 natural), touch 10, flat-footed 17

17 (+7 natural), touch 10, flat-footed 17

17 (–1 size, –1 Dex, +9 natural), touch 8, flat-footed 17

Base Attack/Grapple:

+1/+1

+1/+3

+3/+10

Attack:

Bite +1 melee (1d6)

Bite +3 melee (2d4+3)

Bite +5 melee (2d6+4)

Full Attack:

Bite +1 melee (1d6)

Bite +3 melee (2d4+3)

Bite +5 melee (2d6+4)

Space/Reach:

5 ft./5 ft.

5 ft./5 ft.

10 ft./5 ft.

Special Attacks:

Improved grab

Improved grab, acid sting

Improved grab

Special Qualities:

Scent, vermin traits

Scent, vermin traits

Scent, vermin traits

Saves:

Fort +3, Ref +0, Will +0

Fort +4, Ref +0, Will +1

Fort +5, Ref +0, Will +2

Abilities:

Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 9

Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11

Str 16, Dex 9, Con 13, Int —, Wis 13, Cha 11

Skills:

Climb +8

Climb +10

—

Feats:

TrackB

TrackB

TrackB

Environment:

Temperate plains

Temperate plains

Temperate plains

Organization:

Gang (2–6) or crew (6–11 plus 1 giant ant soldier)

Solitary or gang (2–4)

Hive (1 plus 10–100 workers and 5–20 soldiers)

Challenge Rating:

1

2

2

Treasure:

None

None

1/10 coins; 50% goods; 50% items

Advancement:

3–4 HD (Medium); 5–6 HD (Large)

3–4 HD (Medium); 5–6 HD (Large)

5–6 HD (Large); 7–8 HD (Huge)

Level Adjustment:

—

—

—

Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.

Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.

GIANT BEE

 

Medium Vermin

Hit Dice:

3d8 (13 hp)

Initiative:

+2

Speed:

20 ft. (4 squares), fly 80 ft. (good)

Armor Class:

14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple:

+2/+2

Attack:

Sting +2 melee (1d4 plus poison)

Full Attack:

Sting +2 melee (1d4 plus poison)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Poison

Special Qualities:

Darkvision 60 ft., vermin traits

Saves:

Fort +3, Ref +3, Will +2

Abilities:

Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9

Skills:

Spot +5, Survival +1*

Feats:

—

Environment:

Temperate plains

Organization:

Solitary, buzz (2–5), or hive (11–20)

Challenge Rating:

1

Treasure:

No coins; 1/4 goods (honey only); no items

Advancement:

4–6 HD (Medium); 7–9 HD (Large)

Level Adjustment:

—

Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

GIANT BOMBARDIER BEETLE

 

Medium Vermin

Hit Dice:

2d8+4 (13 hp)

Initiative:

+0

Speed:

30 ft. (6 squares)

Armor Class:

16 (+6 natural), touch 10, flat-footed 16

Base Attack/Grapple:

+1/+2

Attack:

Bite +2 melee (1d4+1)

Full Attack:

Bite +2 melee (1d4+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Acid spray

Special Qualities:

Darkvision 60 ft., vermin traits

Saves:

Fort +5, Ref +0, Will +0

Abilities:

Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9

Skills:

—

Feats:

—

Environment:

Warm forests

Organization:

Cluster (2–5) or click (6–11)

Challenge Rating:

2

Advancement:

3–4 HD (Medium); 5–6 HD (Large)

Level Adjustment:

—

These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.

Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

GIANT FIRE BEETLE

 

Small Vermin

Hit Dice:

1d8 (4 hp)

Initiative:

+0

Speed:

30 ft. (6 squares)

Armor Class:

16 (+1 size, +5 natural), touch 11, flat-footed 16

Base Attack/Grapple:

+0/–4

Attack:

Bite +1 melee (2d4)

Full Attack:

Bite +1 melee (2d4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

—

Special Qualities:

Darkvision 60 ft., vermin traits

Saves:

Fort +2, Ref +0, Will +0

Abilities:

Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7

Skills:

—

Feats:

—

Environment:

Warm plains

Organization:

Cluster (2–5) or colony (6–11)

Challenge Rating:

1/3

Advancement:

2–3 HD (Small)

Level Adjustment:

—

These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.

GIANT STAG BEETLE

 

Large Vermin

Hit Dice:

7d8+21 (52 hp)

Initiative:

+0

Speed:

20 ft. (4 squares)

Armor Class:

19 (–1 size, +10 natural), touch 9, flat-footed 19

Base Attack/Grapple:

+5/+15

Attack:

Bite +10 melee (4d6+9)

Full Attack:

Bite +10 melee (4d6+9)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Trample 2d8+3

Special Qualities:

Darkvision 60 ft., vermin traits

Saves:

Fort +8, Ref +2, Will +2

Abilities:

Str 23, Dex 10, Con 17, Int —, Wis 10, Cha 9

Skills:

—

Feats:

—

Environment:

Temperate forests

Organization:

Cluster (2–5) or mass (6–11)

Challenge Rating:

4

Alignment:

Always neutral

Advancement:

8–10 HD (Large); 11–21 HD (Huge)

Level Adjustment:

—

These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order. An adult giant stag beetle is about 10 feet long.

Trample (Ex): Reflex half DC 19. The save DC is Strength-based.

GIANT PRAYING MANTIS

 

Large Vermin

Hit Dice:

4d8+8 (26 hp)

Initiative:

–1

Speed:

20 ft. (4 squares), fly 40 ft. (poor)

Armor Class:

14 (–1 size, –1 Dex, +6 natural), touch 8, flat-footed 14

Base Attack/Grapple:

+3/+11

Attack:

Claws +6 melee (1d8+4)

Full Attack:

Claws +6 melee (1d8+4) and bite +1 melee (1d6+2)

Space/Reach:

10 ft (4 squares)./5 ft.

Special Attacks:

Improved grab

Special Qualities:

Darkvision 60 ft., vermin traits

Saves:

Fort +6, Ref +0, Will +3

Abilities:

Str 19, Dex 8, Con 15, Int —, Wis 14, Cha 11

Skills:

Hide –1*, Spot +6

Feats:

—

Environment:

Temperate forests

Organization:

Solitary

Challenge Rating:

3

Advancement:

5–8 HD (Large); 9–12 HD (Huge)

Level Adjustment:

—

This patient carnivore remains completely still as it waits for prey to come near.

Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).

Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

GIANT WASP

 

Large Vermin

Hit Dice:

5d8+10 (32 hp)

Initiative:

+1

Speed:

20 ft. (4 squares), fly 60 ft. (good)

Armor Class:

14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13

Base Attack/Grapple:

+3/+11

Attack:

Sting +6 melee (1d3+6 plus poison)

Full Attack:

Sting +6 melee (1d3+6 plus poison)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Poison

Special Qualities:

Darkvision 60 ft., vermin traits

Saves:

Fort +6, Ref +2, Will +2

Abilities:

Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11

Skills:

Spot +9, Survival +1*

Feats:

—

Environment:

Temperate forests

Organization:

Solitary, swarm (2–5), or nest (11–20)

Challenge Rating:

3

Advancement:

6–8 HD (Large); 9–15 HD (Huge)

Level Adjustment:

—

Giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Skills: Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

MONSTROUS CENTIPEDE

 

Monstrous Centipede, Tiny

Monstrous Centipede, Small

Monstrous Centipede, Medium

 

Tiny Vermin

Small Vermin

Medium Vermin

Hit Dice:

1/4 d8 (1 hp)

1/2 d8 (2 hp)

1d8 (4 hp)

Initiative:

+2

+2

+2

Speed:

20 ft. (4 squares), climb 20 ft.

30 ft. (6 squares), climb 30 ft.

40 ft. (8 squares), climb 40 ft.

Armor Class:

14 (+2 size, +2 Dex), touch 14, flat-footed 12

14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12

14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple:

+0/–13

+0/–7

+0/–1

Attack:

Bite +4 melee (1d3–5 plus poison)

Bite +3 melee (1d4–3 plus poison)

Bite +2 melee (1d6–1 plus poison)

Full Attack:

Bite +4 melee (1d3–5 plus poison)

Bite +3 melee (1d4–3 plus poison)

Bite +2 melee (1d6–1 plus poison)

Space/Reach:

2-1/2 ft./0 ft.

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Poison

Poison

Poison

Special Qualities: