Giant | Swarm | |
---|---|---|
Climate/Terrain: | Tropical/Forest, hills and plains | Tropical/Forest, hills, and plains |
Frequency: | Rare | Very rare |
Organization: | Colony | Colony |
Activity Cycle: | Day | Day |
Diet: | Omnivore | Omnivore |
Intelligence: | Animal (1) | Animal (1) |
Treasure: | Q×3,S | Nil |
Alignment: | Neutral | Neutral |
No. Appearing: | 1-100 | See below |
Armor Class: | 3 | 10 |
Movement: | 18 | 6 |
Hit Dice: | Worker: 2 Warrior: 3 |
1 hp per 10 ants |
THAC0: | 16 | See below |
No. of Attacks: | 1 | 1 |
Damage/Attack: | Worker: 1-6 Warrior: 2-8 |
See below |
Special Attacks: | Warriors have poison sting | Poison |
Special Defenses: | Nil | Nil |
Magic Resistance: | Nil | Nil |
Size: | T (2’ long) | See below |
Morale: | Average (9) | Unsteady (6) |
XP Value: | Worker: 35 Warrior: 175 |
See below |
Drone | Larva | Cow | |
---|---|---|---|
Climate/Terrain: | Any/Subterranean | Any/Subterranean | Any/Subterranean |
Frequency: | Rare | Rare | Very rare |
Organization: | Hive | Hive | Hive |
Activity Cycle: | Any | Any | Any |
Diet: | Omnivore | Omnivore | Omnivore |
Intelligence: | Very (11-12) | Non- (0) | Low (5-7) |
Treasure: | F | Nil | Nil |
Alignment: | Neutral | Neutral | Neutral |
No. Appearing: | 2-20 | 6-60 | 1 |
Armor Class: | 3 (2) | 6 | 7 |
Movement: | 15 | 1, Sw 6 | 3 |
Hit Dice: | 6 | 2-5 | 10 |
THAC0: | 15 | 2 HD: 19 3-4 HD: 17 5 HD: 15 |
11 |
No. of Attacks: | 2 | 1 | 1 |
Damage/Attack: | 1-4 or by weapon | 2-7 | 3-18 |
Special Attacks: | Nil | Nil | Nil |
Special Defenses: | See below | See below | See below |
Magic Resistance: | Nil | Nil | Nil |
Size: | M (6’ long) | S (1½-3’ long) | H (15’ long) |
Morale: | Elite (13-14) | 2-3 HD: Steady (11-12) 4-5 HD: Elite (13-14) |
Elite (13-14) |
XP Value: | 650 | 2 HD: 65 3 HD: 120 4 HD: 175 5 HD: 270 |
2,000 |
Grave | Giant | Monstrous | |
---|---|---|---|
Climate/Terrain: | Temperate lands & subterranean | Temperate lands & subterranean | Temperate lands & subterranean |
Frequency: | Common | Rare | Rare |
Organization: | Swarm | Swarm | Solitary |
Activity Cycle: | Night | Night | Any |
Diet: | Scavenger | Scavenger | Scavenger |
Intelligence: | Non- (0) | Non- (0) | Non- (0) |
Treasure: | (Z) | (Z) | (C,R,S,T) |
Alignment: | Neutral | Neutral | Neutral |
No. Appearing: | 1d4 swarms | 1d6 swarms | 1d6 |
Armor Class: | 4 | 4 | 2 |
Movement: | 6, Br 3 | 6, Br 3 | 9, Br 3 |
Hit Dice: | 5 per swarm | 6 per swarm | 8 |
THAC0: | 15 | 15 | 13 |
No. of Attacks: | 1 | 1 | 1 |
Damage/Attack: | Special | Special | 4d6 |
Special Attacks: | Nil | Disease | Nil |
Special Defenses: | Nil | Nil | Nil |
Magic Resistance: | Nil | Nil | Nil |
Size: | T (3” long) | T (6” long) | L (11’ long) |
Morale: | Elite (13-14) | Elite (13-14) | Elite (13-14) |
XP Value: | 420 | 975 | 1,400 |
#AP | AC | MV | HD | THAC0 | # AT | Dmg/AT | Morale | XP Value | |
---|---|---|---|---|---|---|---|---|---|
Ant, Giant | 1-100 | 3 | 18 | 2 or 3 | 16 | 1 | 1-6 or 2-8 | Average (9) | Worker: 35 Warrior: 175 |
Ant Lion, Giant | 1 | 2 | 9, Br 1 | 8 | 12 | 1 | 5-20 | Average (8) | 1,400 |
Aratha | 1 | 3 | 11 | 9 | 11 | 4 | 1-10(×4) | Elite (16) | 6,000 |
Aspis, Cow | 1 | 7 | 3 | 10 | 11 | 1 | 3-18 | Elite (13-14) | 2,000 |
Aspis, Drone | 2-20 | 3 | 15 | 6 | 15 | 2 | 1d4 or weapon | Elite (13-14) | 650 |
Aspis, Larva | 6-60 | 6 | 1, Sw 6 | 2 to 5 | 2 HD: 19 3-4 HD: 17 5 HD: 15 |
1 | 2-7 | 2-3 HD: Steady 4-5 HD: Elite |
2 HD: 65 3 HD: 120 4 HD: 175 5 HD: 270 |
Assassin Bug | 2 | 5 | 6, Fl 18 (C) | 1+1 | 20 | 1 | 1-4 | Unsteady (5-7) | 120 |
Bee, Worker | 1-10 | 6 | 9, Fl 30 (D) | 3+1 | 17 | 1 | 1-3+poison | Steady (11-12) | 175 |
Bee, Soldier | 1 | 5 | 12, Fl 30 (C) | 4+2 | 15 | 1 | 1-4+poison | Champion (15-16) | 270 |
Bumblebee | 1 | 5 | 6, Fl 24 (E) | 6+4 | 13 | 1 | 1-6+poison | Elite (13-14) | 650 |
Cave Cricket | 1-8 | 4 | 6, Hop 3 | 1+3 | 20 | Nil | Nil | Unreliable (2-4) | 15 |
Dragonfly, Giant | 1-6 | 3 | 3, Fl 36 (B) | 7 | 13 | 1 | 3-12 | Steady (11-12) | 1,400 |
Dragonfly, Larva | 1 | 3 | 9, Sw 3 (jet 24) | 6+1 | 15 | 1 | 3-18 | Steady (11-12) | 650 |
Ear Seeker | 1-4 | 9 | 1 | 1 hp | 20 | 1 | See below | Unsteady (5-7) | 15 |
Firefriend | 1-4 | 4 | 3, Fl 18 (B) | 1+4 | 20 | 1 | 1-2 | Unsteady (5-7) | 35 |
Fly, Bluebottle | 1-10 | 6 | 9, Fl 30 (D) | 3 | 19 | 1 | 1-8 | Unsteady (5-7) | 65 |
Fly, Horsefly | 1-4 | 5 | 6, Fl 27 (D) | 6 | 17 | 1 | 2-16 | Unsteady (5-7) | 270 |
Fyrefly | 1 | 5, Fl 18 (A) | 1 hp | 15 | 1 | 1 | Steady (11) | 175 | |
Horax | 3-30 | 3 | 15 | 4 | 17 | 1 | 2d8 | Average (10) | Adult: 270 Young: 15 |
Hornet, Giant | 1 | 2 | 6, Fl 24 (B) | 5 | 15 | 1 | 1-4 | Average (8-10) | 650 |
Pernicon | 4-200 | 3 | 12 | 1 hp | 20 | 1 | 1-10 | Unreliable (4) | 15 |
Praying Mantis | 1-2 | 5 | 15 | 2 to 12 | 2 HD: 19 4 HD: 17 6 HD: 15 8 HD: 13 10 HD: 11 12 HD: 9 |
3 | 2-4 HD: 1-2/1-2/1-4 6-8 HD: 1-4/1-4/1-8 10 HD: 1-6/1-6/1-10 12 HD: 1-8/1-8/1-12 |
Fearless (19-20) | 2 HD: 35 4 HD: 120 6 HD: 270 8 HD: 650 10 HD: 1,400 12 HD: 2,000 |
Termite, Giant King | 1 | 5 | 6 | 6+6 | 15 | 1 | 3-18 | Unreliable (2-4) | 975 |
Queen | 1 | 4 | 3 | 8+8 | 13 | 1 | 5-30 | Unsteady (5-7) | 1,400 |
Soldier | 3-18 | 2/8 | 9 | 2+2 | 19 | 1 | 1-4 | Elite (13-14) | 120 |
Worker | 6-60 | 2/10 | 9 | 1+2 | 20 | 1 | 1-2 | Average (8-10) | 35 |
Tick, Giant | 3-12 | 3 | 3 | 2 to 4 | 2 HD: 19 3-4 HD: 17 |
1 | 1-4 | Average (8-10) | 2 HD: 35 3 HD: 65 4 HD: 120 |
Wasp, Giant | 1-20 | 4 | 6, Fl 21 (B) | 4 | 17 | 2 | 2-8/1-4 | Average (8-10) | 420 |
Giant ants form cooperative colonies in tropical regions. They are normally docile, but they can be fierce fighters if their nest is threatened.
Giant ants are black, red, or brown. A giant ant’s body is covered with by a thick outer skeleton that serves as protection and prevents the body from dehydrating. Two thin antennae sprout from the head and are used for smelling and feeling. An ant’s scissor-like mandibles can cut, carry, or dig. Six long legs covered with fine bristles grow from the thorax, while the abdomen contains most of the internal organs.
Combat: Both worker and warrior ants will fight. If a warrior ant manages to bite, it will also attempt to sting for 3d4 points of damage. A successful saving throw vs. poison reduces the sting damage to 1d4 hp. The queen ant has 10 Hit Dice but neither moves nor attacks. If she is killed, the remaining ants become confused (as if affected by the spell) for six rounds, then scramble from the nest.
Habitat/Society: A giant ant colony makes its nest underground in a series of rooms and passages. Mounds of dirt and twigs mark the entrances. The passages may reach a depth of 16 feet, and the entire nest may be spread out ever an area exceeding several thousand square yards.
When encountered in the wilderness, there is a 90% chance that all of the ants are workers. Encountered in their colony, there is usually one warrior ant for every five workers; a typical colony consists of 100-200 workers, 20-40 warriors, and a single queen. The warriors are responsible for guarding the queen and defending the nest. All other duties are divided among the workers. Some gather food, some clean the nest, some attend to the developing larvae. Others suck nectar from flowers and produce honey. Storage ants, a special type of worker, swallow the honey until they are too fat to move or work. In times of scarce food, the storage ants expel the honey from their mouths to feed the rest of the colony.
The queen has no responsibilities other than to lay thousands of eggs per week. Her chamber also contains the colony’s treasure, usually shiny jewels the workers collect on hunting expeditions. Nurse ants care for the young in an egg chamber; the larvae hatch and develop into adults in just a few weeks. From 5-50 workers and 5 warriors guard the nursery chamber.
Ecology: Giant ants prefer to eat seeds and grasses but they will also eat meat if given the opportunity. Neither giant ants nor their eggs have any commercial value, though some gourmets enjoy their honey. In a pinch, giant ants are a good source of protein.
There is no sight more fearsome than a swarm of red or golden army ants on the march through a tropical forest, steadily consuming everything in their path. The individual ants resemble smaller versions of giant ants, red or golden in color with powerful mandibles. The swarm is a mobile colony of 3/4”-long workers numbering in the thousands (to determine the number of ants in the swarm, roll 1d10 and multiply the result by 1,500). A single queen, identical to the workers except for her sex and tiny unusable wings, marches in the center the swarm. If the queen is killed, the swarm dissipates.
The swarm moves in a straight line as a solid block of ants
(about 150 ants per square foot). The ants eat all organic matter
in their path, including any creatures too, slow to get out of
their way. If the ants approach a river or other obstacle, they
turn 90 degrees and continue their march. They will not go out of
their way to attack and are therefore easy to avoid. Any creature
in contact with the swarm has a 90% chance per round of suffering
1d6 points of damage from bites; if bitten, the creature must roll
a successful saving throw vs. poison or suffer an additional 1d2
points of damage from the mild poison. Check for bites and poison
for each round the creature is in contact with the swarm. Each
point of damage inflicted on the swarm kills 1d20 ants. Ants may
be scattered with smoke or like; immersion in water washes them
off. If half of a swarm is killed, the surviving ants attempt to
scatter and hide; since the ants scatter equally in every
direction, this actually increases the possibility a creature in
the vicinity may be attacked. If an entire swarm is killed, award
975 experience points per 1,500 ants.
Aspis are a race of insectoid creatures that dwell in underground nests not far beneath the surface. The majority of encounters with these unique beings are with the adult male drones; contact with or sightings of the larvae and cows are all but unheard of.
Aspis drones look much like giant weevils. They have hard, chitinous bodies that are gray or off-white in color and provide excellent protection from harm. Their heads have two multifaceted eyes, a pair of short, blunt antennae, and a long proboscis. Drones have six legs, each of which terminates in a cluster of fine manipulatory claws.
Aspis do not speak in the way that humanoid races do, although roughly 5% of them have been able to master a rough form of the common tongue. Among themselves, they have no spoken or written language; they communicate via a unique language of scents. The human olfactory system is wholly unable to detect the subtle changes of odor used by aspis in their conversations.
Combat: Almost all combat situations are dealt with by the drones, who are charged with protecting the nest and defending the larvae. If fighting to defend their cow, aspis warriors never check morale and fight to the death against any odds.
When an aspis drone does battle, it rises up on its rear two legs, leaving the other four limbs free to wield two weapons and hold two shields. When an aspis does this, its Armor Class is improved to AC 2.
The most common weapons employed by aspis in combat are short swords and hand axes. Although the structure of their bodies prevents them from using bows, they have been know to employ an unusual form of light crossbow in missile combat and are sometimes found with javelins and other throwing weapons.
The aspis is a very hardy creature, immune to attacks that use cold or electricity to inflict damage. In addition fire-based attacks cause only half damage to an aspis.
When called upon to defend their nests, aspis drones place numerous traps in any area they are forced to withdraw from. Even if they are caught off guard, the regions of the hive that surround the cow’s chamber and the larvae rooms are always trapped as a precaution against trespassers. As a rule, aspis traps involve rockfalls, pits, and other crude devices. Delicate traps, like poisoned needles, are not encountered in aspis lairs.
Habitat/Society: Aspis drones have no sense of individuality, lacking even unique names or personalities. They are nothing more than cogs in the machine that is the hive itself. Despite their high intelligence they take no actions on their own unless instructions from the cow are impossible to obtain.
An aspis nest is a collection of underground chambers connected by low tunnels bored out of soft rock or earth. A lair or nest always contains one to three egg chambers and as many as six grub hatcheries, which are inhabited by 1d10 larvae each. In order to feed the hive, there are also two to four granaries.
At the heart of each aspis lair is a huge central chamber in which the cow lives. The walls and floor of this room are covered with a thick, white liquid that is highly acidic and eats through metal or wood in a single round. If it comes into contact with living flesh, it inflicts 1d8 points of damage each round until washed off, As might be expected, all types of aspis are immune to this fluid.
The aspis knowledge of scents, musks, and perfumes is second to none. They are able to formulate and mix concoctions that simulate almost any odor: they use these compounds for many purposes. For example, a town that has taken action against a nearby aspis hive may find that its walls have been splashed with liberal doses of a sticky, yellow liquid that smells somewhat like chlorine. Imagine the surprise of the watch when they find that this substance not only attracts giant rats and similar rodents, but it also drives them into a wild fury. such examples of aspis vengeance are not common, but they are numerous enough to be taken seriously by those who would molest the aspis.
Ecology: Because of the ferocity with which aspis drones defend thier nest and its cow, this race has few natural enemies. They generally prefer to keep to themsleves as much as possible. Most encounters with the aspis occur when hard times force a colony to begin raiding nearby human settlements for food and other supplies.
The acid that is secreted by the cow is highly prized by alchemists. In addition to its obvious uses as a corrosive agent, it is important in the preparation of magical inks and potions that relate to acids and corrosion.
Aspis are true omnivores as they eat almost anything. Their digestive systems are very efficient and they can derive nourishment from virtually any organic matter.
Aspis are able to domesticate other forms of giant insects via chemical cues and scents. The most common creatures they take as guardians are giant ants. In the average aspis lair, there are 1d10 such creatures, while on occasion (10%) there are ten times that many ants. It is not know for sure if the aspis are able to acquire control over other semi-intelligent insectoid races (like the cave fisher or giant hornet), but current wisdom speaks against this.
All aspis begin their lives as larvae. In this state, they resemble giant maggots or grubs, being white or pale pink in color. Their soft skin is easily cut through by swords and similar edged weapons. Aspis larvae are blind and deaf, but they sense potential food by vibrations in the ground and scents in the air. Aspis larvae can attack only with their jaws.
Aspis larvae have incredible appetites and are always eating. As a rule, they are kept only in the grub hatcheries of the nest, which resemble nothing more than vast sewage pits. Food scraps and other waste products are dumped into these chambers and form a sort of soup in which the larvae swim and feed. The stench of a grub chamber is so vile that non-aspis who enter it must roll successful saving throws vs. poison or become violently ill until removed from the odor.
Once in a great while, an aspis larva is selected by the drones of a nest and separated from its siblings. Fed a special diet and nurtured carefully, this larva does not mature into an adult drone, but instead becomes a cow.
Aspis cows look like huge larvae, reaching lengths of 15 feet
when fully mature. They exude a dangerous corrosive that coats
their bodies and adheres to the walls and floor of their chambers.
Although they are slow and not at all agile, their great size
makes their bite very dangerous.
These flesh-eating beetles line the walls of tombs and underground passageways. They attack in horrifying swarms and leave very little in their wake.
There are three types of scarab beetles. The most common, and in many ways the deadliest, is the swarming grave scarab. The larger giant scarab is somewhat less insidious than its smaller cousin but carries a terrible disease. The monstrous scarab is a solitary nightmare that dwells in remote caverns and tunnels.
None of these creatures is able to communicate with others, although the grave and giant beetles have a rudimentary language that serves to exchange information within the swarm.
Combat: Scarab beetles are often passive, feeding primarily on decomposing flesh and detritus. However, there is a 50% chance that a person will be bitten as he passes through an infested area, setting off a feeding frenzy among the beetles who will swarm over the victim.
A swarm of grave scarabs is treated as a single monster. Each swarm covers a 10’×10’ area and has 5 Hit Dice. Any victim caught in this area will automatically take damage equal to half the hit points of the swarm plus his base Armor Class each round. If a victim manages to escape the infested area 25% of the remaining beetles will cling to him and continue to deliver damage until destroyed.
Melee weapons have almost no effect on a swarm of scarab beetles. Each successful attack roll delivers 1 point of damage to the writhing mass. If the beetles being attacked have crawled onto someone, the person under the swarm suffers normal damage from the attack. Victims of the attack who are of at least small size can attempt to battle the swarm by falling to the ground and rolling back and forth. A small creature inflicts 1d4 points of damage to the swarm, a man-sized victim inflicts 1d6 points, large creatures inflict 1d8, and huge or gargantuan creatures inflict 1d10.
Area effect weapons such as flaming oil or magical spells do normal damage to scarab beetles, as well as to the persons who are being attacked by them.
Habitat/Society: Scarab beetles dig holes and tunnels near piles of offal and decomposing organic material. They are good burrowers and unwary travelers are often horrified to find a clear stretch of ground suddenly swarming with ravenous beetles.
Ecology: Through their consumption of carrion and the like, scarab beetles speed the reintroduction of decaying organic material into the environment. Gems and other inedible items of value are sometimes found among their food caches.
The giant scarab is a slightly larger member of the scarab family and grows to lengths of up to 6 inches. They are treated like grave beetles in combat except that each 10’×10’ area has 6 Hit Dice. Each round that a victim loses hit points to a swarm of giant scarab beetles he must make a saving throw vs. poison or contract a disease similar to that created by the cause desease spell. A single failed saving throw indicates a debilitating disease. A second failed roll makes this a fatal disease.
These solitary creatures are enormous monsters of tremendous proportions. In combat, they strike with keen, powerful pincers that deliver an incredible 4d6 points of damage. These beasts have been known to bury still-living victims in their lairs for later consumption.
Insects are the heartiest and the most numerous of creatures. Normal insects are found almost everywhere. The giant variety, many of which are listed here, with added brawn and power, make tough opponents.
Both worker and warrior ants fight. If a warrior manages to bite, it also tries to sting for 3d4 points damage. A successful save reduces damage to 1d4. The queen has 10 HD but does not move or fight.
The ant lion builds tapering pits in loose sand and waits for prey to fall in. Once the ant lion hits, all additional attacks are automatic.
Aratha grasp and hold prey with their 8-foot clawed tentacles that can lash out 20 feet. An aratha does not bite opponents, but chews flesh torn from prey by its tentacles.
Psionics Summary
Level | Dis/Sci/Dev | Attack/Defense | Score | PSPs |
---|---|---|---|---|
9 | 3/1/7 | PsC,MT,PB/All | 13 | 202 |
Psychokinesis – Sciences: nil; Devotion: molecular agitation.
Psychometabolism – Sciences: nil; Devotions: body equilibrium, suspend animation.
Telepathy – Science: psionic crush; Devotions: attraction, empower, mind thrust, .
Aspis cows exude a dangerous corrosive that coats the body and adheres to the walls and floor of the chambers. This corrosive causes damage every round her opponents stay in her chamber.
Most combat situations are handled by aspis drones. They rise on two rear legs, leaving the other four limbs to wield two weapons and two shields, increasing its AC to 2. All aspis are immune to cold and electrical damage; fire-based attacks cause only half damage.
Aspis larvae attack with their perpetually ravenous jaws.
The male assassin bug attacks first with the female close to the battle. Those bitten must save vs. poison or that part of the body is paralyzed for one hour. The female attacks that same location the following round to inject 1d6+6 eggs. In 1d12+12 hours, the eggs hatch, and each larva causes 1 point of damage per hour. After two weeks, the larva emerge as adults. Only powerful spells like wish and limited wish will erase the infestation.
Worker bees use their stinger in combat. The victim must save vs. poison or suffer and additional 1d4 points of damage. Bees lose their stinger after one use and die in an hour. If encountered at the hive, there will be 20 times the normal number of bees.
Soldier bees are identical to worker bees, except their sting causes more damage, and the victim must save with a -1 penalty.
Bumblebee poison causes an additional 1d6 points of damage unless a save vs. poison (with a -1 penalty) is made. If encountered at or near the nest, there will be 1d6+6 bumblebees, and a combative queen. The queen has 8d4 HD and a sting that causes 1d8 points of damage. The poison from her sting causes an additional 2-8 points of damage if a save vs. poison at a -2 penalty is failed. Bumblebees do not lose their stingers after use.
If a group of people are within 20 feet of a chirping cave cricket, the noise drowns out all speech and vocal spell casting. The noise inhibits the victim's ability to hear approaching predators and enemies.
Giant dragonflies gain a -3 bonus to initiative rolls and a +4 Armor Class bonus against missile weapons. A dragonfly scoops tiny- and small-sized creatures into its leg basket and devours them in midair. When captured, its victim is attacked automatically. When attacking man- or large-sized creatures, the dragonfly darts in to bite with its mandibles, and backs up, always facing its opponent.
These larva surprise their prey 50% of the time. Their mandibles are covered with a rubbery organ when not in use; so even before the attack, they appear to be inoffensive, toothless creatures.
The ear seeker needs warm places to lay its eggs, favoring locations like ears. The creature lays 8+1d8 eggs that hatch in 4d6 hours. The larva eat the surrounding tissue, deafening the victim. Constantly burrowing deeper into the victim's head where food and warmth are plentiful, the host has a 90% chance of dying in 1d4 days. After this time, the ear seekers emerge from the infested ear as adults. A cure disease removes the infestation but does not return the loss of hearing.
In addition to its mandibles, the giant firefly can brighten its abdomen once every turn, creating a beam of greenish light that causes 5d4 points of damage; one-half damage if a save vs. wands is successful.
This breed of giant fly prefers carrion, offal, and the like. They are, however, attracted to sweet odors, and creatures covered with blood or open wounds.
The largest of all giant flies, the giant horsefly alights on any creature to attack for blood with its tuberous mouth. After biting, the giant horsefly causes an equal amount of damage the next round by drawing blood, unless driven off.
When a fyrefly contacts flammable objects, these items must save vs. normal fire or be consumed. Persons in burning clothing suffer 1d6 points of damage. Hits that do not strike burnable material, cause 1 point of damage to the victim.
Horax attack in packs, gaining a -1 bonus to initiative rolls. Once a horax scores a hit, it maintains its hold, causing damage every round.
The solitary giant hornet swoops down on its prey, holding with its legs while its stinger repeatedly stabs the victim. A failed save vs. poison causes an additional 5d6 points of damage and 2d6 hours of paralyzation. Hornets do not lose their stingers when they attacks.
Pernicons attack by swarming victims and tearing at exposed flesh with their huge mandibles. Able to worm their way under clothing and armor, no one is completely safe from these creatures. When the swarm hits, the victim suffers 1d10 points of damage and 1 point of Constitution. If the Constitution dips below 3, the victim falls unconscious; below 1 and the victim dies. One point of Constitution is recovered per day, regardless of healing methods.
Groups of 30 or more worker termites are accompanied by soldiers. Soldier termites can spit an irritating liquid like kerosene once per turn at a range of 10 feet. This flammable liquid blinds creatures, for 5d4 rounds, that do not save vs. poison. If ignited, termite spittle causes 4d4 points of damage. King termites have double range spittle and can use this attack every other round, but the queen lacks this ability. Both the queen and king (and the eggs) are guarded by twice the number of workers and soldiers encountered normally, and who attack with a +1 to hit and a +5 bonus to morale rolls.
These creatures drop on victims from trees, stalactites, or rock formations. After the initial hit, the tick drains 1d6 hit points of blood every round until its drain total equals its hit point total. A victim has a 50% chance of contracting a fatal disease that kills the host in 2d4 days unless a cure disease is cast.
These cooperative insects attack with both their bite and stinger. The venom carried by wasps is identical to that held by the giant hornet. Wasps do not lose their stingers when they attack.