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 creatures
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 (26) or crew
(611 plus 1 giant ant soldier) |
Solitary or gang
(24) |
Hive (1 plus 10100
workers and 520 soldiers) |
|
Challenge Rating: |
1 |
2 |
2 |
|
Treasure: |
None |
None |
1/10 coins; 50% goods;
50% items |
|
Advancement: |
34 HD (Medium);
56 HD (Large) |
34 HD (Medium);
56 HD (Large) |
56 HD (Large);
78 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
(25), or hive (1120) |
|
Challenge Rating: |
1 |
|
Treasure: |
No coins; 1/4 goods
(honey only); no items |
|
Advancement: |
46 HD (Medium);
79 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 (25) or
click (611) |
|
Challenge Rating: |
2 |
|
Advancement: |
34 HD (Medium);
56 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 (25) or
colony (611) |
|
Challenge Rating: |
1/3 |
|
Advancement: |
23 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 (25) or
mass (611) |
|
Challenge Rating: |
4 |
|
Alignment: |
Always neutral |
|
Advancement: |
810 HD (Large);
1121 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: |
58 HD (Large);
912 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
(25), or nest (1120) |
|
Challenge Rating: |
3 |
|
Advancement: |
68 HD (Large);
915 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 (1d35
plus poison) |
Bite +3 melee (1d43
plus poison) |
Bite +2 melee (1d61
plus poison) |
|
Full Attack: |
Bite +4 melee (1d35
plus poison) |
Bite +3 melee (1d43
plus poison) |
Bite +2 melee (1d61
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: |