Joined: 02 Jun 2007
|Posted: Sun Jan 11, 2009 4:56 pm Post subject: Bloodstorm Wasp [Creature]
|Been wanting to stat out these for a long time. I came up with the idea and used them in Cali's long-winded plot here in Town some time ago. I thought it was a somewhat neat encounter, and wanted to give them some proper stats... because, well, I think they are just too awesome.
This is my first, quick draft. Probably plenty of things to polish and fine tune, but over all I think I have the basic concept down.
I need a challenge rating for these critters, though. I've never been good at deciding proper challenge ratings.
Size/Type: Diminutive Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8+0 (27 hp)
Speed: 20 ft. (4 squares), fly 60 ft. (Good)
Armor Class: 27 (+4 size, +4 dex, +9 natural), 18 touch, flat-footed 23
Base Attack/Grapple: +6/-6
Attack: Sting +14 melee (1d6-2, plus poison) or bite +14 melee (1d3-2)
Full Attack: Sting +14 melee (1d6-2 plus poison) and bite +14 melee (1d3-2)
Space/Reach: 1 ft./0 ft.
Special Abilities: Poison, death cloud, hivemind, invisibility, storm, piercing sting
Special Qualities: Blindsight, damage reduction 10/adamantine and good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft.
Saves: Fort +5, Reflex +9, Will +4
Abilities: Str 6, Dex 19, Con 11, Int 3, Wis 8, Cha 6
Skills: Hide 22, Listen 5, Move Silently 10, Spot 9
Feats: Alertness, hover, weapon finesse
Environment: A lawful evil-aligned plane
Organization: Swarm (5-20), colony (10-100), legion (50-200) or storm (100-1000)
Alignment: Always lawful evil
Advancement: 7-12 HD; 13-18 HD (Tiny)
Level Adjustment: -
Bloodstorm wasps are the weapons of mass destruction of the devil armies. These diminutive devils resemble thumb-sized wasps made of darkened adamantine, with glowing stripes of ruby-red fire along their metallic bodies. They are found in the dark depths of the nine hells, patrolling the skies or swarming the great battlefields.
Bloodstorm wasps understand Infernal, but do not speak. They are able to communicate telepathically with each other, or with other devils.
A bloodstorm wasp's natural weapons, indeed their entire bodies, are treated as adamantine, evil and lawful for the purpose of overcoming damage reduction.
Bloodstorm wasps are rarely found individually, but always in swarms of several wasps. Tales tell of absolutely gigantic and terrible swarms, known as Storms, often used by the lords of the nine hells to lay waste to armies of demons in the eternal blood war. Even a small swarm, however, can cause great destruction and suffering as they storm the enemy mercilessly and with no regard for their own life.
Acting as a hivemind, the wasps make deadly and effective use of their adamantine shell and supernatural speed to pierce enemy armor and explode in giant clouds of potent and vicious poison. Few can stand against the brief but brutal onslaught of a swarm of bloodstorm wasps.
Injury, Fort DC 19, 1d6 Con drain / Unconsciousness.
Death Cloud (Su)
Upon death a bloodstorm wasp explodes in a noxious, blood-red cloud of fiery and poisonous fumes which fills the square in which the wasp died. The cloud causes 2d6 points of fire damage to any creature within the cloud (Reflex DC 17 for half). Any creature which comes into contact with this cloud must also make a fortitude save DC 20 or violently purge blood or other vital fluids through the skin, being reduced to half of its current hit points (rounded down) and stunned for 1 round.
This poison is supernaturally potent and can harm creatures normally immune to poison (including those under the effects of spells such as neutralize poison or heroes' feast, even oozes and plants, but not constructs or undead).
Creatures with no vital fluids at all are unaffected.
A swarm of bloodstorm wasps of no less than 10 individuals within telepathic range (100 ft) of each other form a hivemind. All wasps in the swarm gain an Intelligence of 6 and Charisma of 16, as well as abilities described below which only function while forming a hivemind.
Once per day, for up to 6 minutes, a hivemind of hellwasps can turn the entire swarm invisible as per the Greater Invisibility spell. Individual wasps outside the reach of a hivemind can not use this ability. Wasps leaving the area of the hivemind lose their invisibility after one round.
Three times per day, for up to 6 rounds at a time and with a period of no less than 10 rounds between, a hivemind of wasps can significantly speed up the movement rate of the entire swarm, as per the Haste spell.
Piercing Sting (Ex)
While forming a hivemind and using the Storm ability, individual wasps of the swarm can launch an attack at a single target. Doing so they ignore all armor, natural or otherwise, and cause 1d10 points of piercing damage to the target if they hit. Because of their supernaturally hard shell and great speed, wasps can pierce several layers of steel with ease. A few inches of flesh or other soft material, however, will stop the projectile-like wasp. Upon impact the wasp always dies. This outcome is completely intentional, as a dead wasp stuck inside the body of another creature will explode in a Death Cloud, causing 2d8 additional points of damage as well as the now unavoidable fire damage and poison of the cloud itself (fortitude save still applies against the poison, but no reflex save is allowed).
Force effects, such as Mage Armor or Walls of Force, provide protection against the piercing sting of a bloodstorm wasp. Normal armor and most damage reduction provides no protection. A wasp can pierce 3 feet of ice, 1 foot of stone or ½ a foot of iron, but will die and explode in a Death Cloud upon exit.
Character Descriptions | deviantArt