Image by CandyMachine85 and taken from www.DeviantArt.com
By Andrew Hoskins
Tracker
Jacker Swarm
A
high-pitched whistle of a buzz announces the arrival of a mass of many
thousands of angry, glittering golden wasps.
Mythic Wasp Swarm CR
4/MR 2
XP 1,200
N
diminutive vermin (mythic, swarm)
Init +1/-19; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
AC17, touch 17, flat-footed 14 (+1 Dex,
+2dodge, +4 size)
hp54 (7d8+23)
Fort +6, Ref +3, Will +3
Defensive Abilities swarm traits;DR5/epic; Immune weapon damage
Weakness swarm traits
OFFENSE
Speed5 ft., fly 40 ft. (good)
Melee swarm (2d6 plus poison and
tracking)
Space10 ft.; Reach0 ft.
Special Attacks distraction (DC 14),
mythic power (2/day, surge +1d6), poison (DC 14)
STATISTICS
Str1, Dex13, Con12, Int–, Wis12, Cha9
Base Atk +5; CMB–; CMD –
Skills Fly +11, Perception +9; Racial Modifiers +8 Perception
SQ dual initiative, swarm traits, vermin
traits
ECOLOGY
Environment temperate forests
Organization solitary, pair, fury (3-6
swarms), maelstrom (7-12 swarms)
Treasure none
SPECIAL ABILITIES
Dual Initiative (Ex)Tracker Jacker
swarms get two turns each round, one on its initiative count and another on its
initiative count – 20.
Tracker Jacker Venom (Ex)Swarm-injury; save Fort DC 14; frequency 1/round for 4 rounds; effect
1d2 Constitution damage plus 1 Wisdom drain, confusion, and shaken; cure 2 consecutive saves. The save DC is
Constitution-based.
Even if the target saves against the poison, they remain confused and shaken for the entire duration but take no further ability score damage. This includes poison durations extended because of multiple exposures. When the confusion wears off, the victim is left exhausted.
Even if the target saves against the poison, they remain confused and shaken for the entire duration but take no further ability score damage. This includes poison durations extended because of multiple exposures. When the confusion wears off, the victim is left exhausted.
Tracking (Ex)Tracker jackers can use
the scent special rule against any creature it has dealt damage to within the
last minute. Furthermore, they can automatically sense the direction of these
creatures if they are within 80 feet and they may use their Perception skill to
track targets. A tracker jacker swarm will pursue fleeing prey for as long as
possible, prioritizing the closest prey. If a tracker jacker swarm cannot
attack a target within 1 minute, they will give up pursuit and go back to their
hive.
Although
they seem to look and act like normal wasps, their bulky bodies and shiny gold
carapace gives them away as genetically engineered mutations created by The
Capitol. They are well known for their venom, which causes sharp pain and
hallucinations. The effect of the venom can become permanent, and is often used
as an aid in brainwashing or mental re-programing.
These bio-weapons
were deployed around the districts and The Capitol’s outer regions during the
Dark Days. Once the war was over, The Capitol removed the tracker jacker nests
from around their own territory, but left them in place to keep the districts
under control. They are frequently used in defensive pods and in the annual
Hunger Games.
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