Showing posts with label swarm. Show all posts
Showing posts with label swarm. Show all posts

Monday, January 13, 2014

Mythic Monsyer Mondays: Tracker Jacker Swarm





                                                                      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.
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.

Monday, August 12, 2013

Monster Monday: Scorpion-tailed Tamarin

Once again I design a monster then I look for an image, this is fairly close.


Cheeky Topaz Monkey Scorpion by Katskratch
 
 
 
 
A shriek from above is the only warning as this streak of black and white fur descends towards your face.

Scorpion-tailed Tamarin CR 3
XP 800
N tiny magical beast
Init +10; Senses darkvision 60 ft,; Perception +9

----- Defense -----
AC 20, touch 18, flat-footed 14 (+6 dexterity, +2 natural, +2 size)
hp 28 (4d10+4); fast healing 2
Fort +5, Ref +10, Will +0
Weaknesses Thralled -2 to saves against charm

----- Offense -----
Speed 30 ft., climb 30 ft.
Melee 2 claws +8 (1d4-1), sting +12 (1d6-1 plus poison)
Ranged rock +12 (1d6-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks leaping pounce, poison

----- Statistics -----
Str 8, Dex 23, Con 12, Int 13, Wis 8, Cha 5
Base Atk +4; CMB 1; CMD 17
Feats Weapon Finesse, Improved Initiative
Skills Acrobatics +18, Climb +14, Perception +9, Stealth +22, Swim +5 ; Racial Modifiers +8 Acrobatics, +4 perception, +4 Stealth Languages understands common

----- Ecology -----
Environment warm or temperate forests or jungle
Organization solitary, pair, band (3–9), or troop (10–40)
Treasure none

----- Special Abilities -----
Leaping Pounce (Ex)
Any movement that ends with the Tamarin landing adjacent to a target allows the Tamarin to use all their natural attacks against that target.
Posion (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect sickened for 6 rounds; cure 1 save.

Resembling normal tamarins apart from their sharper claws and scorpion tails, they sometimes like to follow normal tamarins which are friendly and harmless. These tiny omnivores are known to gang up on larger prey relying on ambushes, hit and run poison strikes, and ranged strikes. Local legends hint that they were magically crossbred from normal tamarins and greensting scorpions with a touch of troll blood to become a more durable familiar, however their hunger overwhelmed their senses and the turned on their creator and escaped into the wild.

Scorpion-tailed Tamarin Swarm CR 8
XP 800
N tiny magical beast
Init +10; Senses darkvision 60 ft,; Perception +9

----- Defense -----
AC 20, touch 18, flat-footed 14 (+6 dexterity, +2 natural, +2 size)
hp 54 (8d10+8); fast healing 2
Fort +9, Ref +14, Will +1

Immunities: Swarm traits
Weaknesses Thralled -2 to saves against charm

 

----- Offense -----
Speed 30 ft., climb 30 ft.
Melee 4d6 + poison
Ranged rock +12 (1d6-1)
Space 10 ft.; Reach 0 ft.
Special Attacks leaping pounce, poison

----- Statistics -----
Str 8, Dex 23, Con 12, Int 13, Wis 8, Cha 5
Base Atk +8; CMB 1; CMD 17
Feats Weapon Finesse, Improved Initiative
Skills Acrobatics +18, Climb +14, Perception +9, Stealth +22, Swim +5 ; Racial Modifiers +8 Acrobatics, +4 perception, +4 Stealth Languages understands common

----- Ecology -----
Environment warm or temperate forests or jungle
Organization solitary, pair, band (3–9), or troop (10–40)
Treasure none

----- Special Abilities -----

Posion (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 18 rounds; effect 1d6 con damage.