Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts
July 11, 2012
Roll for Initiative!
Look what I found today. This is a Caddis fly larvae. They spin silk into protective shells that incorporate pebbles, sand, twigs, or whatever is lying around their streams or ponds. French artist Hubert Duprat decided to see what they would do with some gold and precious stones. You can find more info, pictures and a video over here.
I love the aesthetic. I'll have to give these guys some stats.
Labels:
Monsters
May 16, 2011
Underappreciated Monsters - Number the First Part II
Giant Ants of Ezzin - Formicium garganteum (and related species)
No. Enc.: 1 or 1d4 every 3 rounds (5d20 hive population + 1 huge queen)
Alignment: Neutral
Movement: 210' (70')
Armor Class: 3
Hit Dice: 1
Attacks: 1
Damage: 1d6
Save: F2
Morale: 6 (12 if frenzied, or in hive)
Hoard Class: VI (in each debris/refuse chamber)
XP:100
Giant ants are typically 6' long and 3' tall. They attack with their snapping mandibles, if they cause maximum damage and had an attack roll of 20 then their target's hand, foot, or limb is severed. They have a thick armored exoskeleton, but a hit to their thin neck or waist can kill them quickly. Each one weighs about 100 pounds, can carry 500 pounds and run full speed, or up to 1000 at half. They cannot climb sheer surfaces or crawl along ceilings like normal ants, but can use their strong grip to climb trees or cracked and pitted walls at half speed.
They are scavengers, omnivores, and will carry back to the hive anything that doesn't put up much of a fight. They are not usually aggressive toward man-sized humanoids unless the hive is starving. Giant ants are active year round in the tropics but, in cooler regions, survive the winter in a state of dormant torpor. They are not usually found in caves or dungeons since they cannot tunnel through stone. Encounters in the wilderness may be a single worker scout looking for food, or a food gathering column of workers traveling back and forth between the hive and a food source. Giant ants will usually retreat when attacked or threatened, but if one is killed the others nearby will go into an attack frenzy. They will never retreat if inside their hive or protecting the queen. The huge queens can live for up to 10 years, and workers live from 1 to 3 years. The smaller males survive only a few weeks. Giant ant larvae take 6 months to develop into adults.
1. As above. No extra traits.
2. Jumping. This species' four back legs have been specialized for jumping. Can jump 20' across, or 10' straight up.
3. Soldiers. +1d20 to hive population due to increased security. Double the percentage for any treasure roll. 1 of every 5 workers appearing is instead a 8' long soldier with a huge head: HD3, Move 150' (50'), Damage 1d10, Morale 8 (12), XP 300
4. Fungus Farmers. +2d20 to hive population due to food production. Many extra hive chambers are fungal gardens, workers bring rotting plant material into the hive and harvest the fungus after spreading the spores. -4 to morale unless protecting the hive or queen.
5. Livestock Farmers. +2d20 to hive population due to food production. Could be any creatures that the ants can reasonably pick up and carry without much fuss. Herds usually graze outside the hive while the giant ants herd and protect them, but some species keep their herds trapped inside the hive and feed them things that would otherwise go into the debris pits.
6. Symbiotic Relationship. +1d20 to hive population. The giant ants have some friends who share their hive. Maybe these friends help protect the hive, or share food with the ants, or produce heat that is good for the ant larvae. These friends could be anything, animal, plant, or mineral.
7. Acid Spitters. + 1d20 to hive population. This species can spit a stream of formic acid up to 20' once per day. No damage, but it can blind or stun an enemy for 1 or 2 rounds. Stinging in the eyes, sinus, and throat persist until washed away.
8. Stingers. + 1d20 to hive population. This species of giant ants all have stingers on the tip of their gaster. These ants can sting and bite fallen foes in the same round. Stinger damage is 1d4 + [something awful] if save vs. poison is failed.
9. Electric Ants. Hive population is halved due to special diet. This species can discharge an electric shock once per day that can flow through metal armor and weapons. Shock causes 1d4 damage and save vs. petrify/paralyze or fall to the ground and twitch for one round. These ants horde and sometimes eat gold, silver, and iron which may be why their exoskeletons are so conductive. These shiny exoskeletons are highly prized by alchemists. Electric ants can smell silver and gold coins and will try to take them, attacking if necessary. Horde Type: I (in each debris/refuse chamber) and VII (in each nursery)
10. Roll twice more.
As always, you can choose to just make stuff up too.
No. Enc.: 1 or 1d4 every 3 rounds (5d20 hive population + 1 huge queen)
Alignment: Neutral
Movement: 210' (70')
Armor Class: 3
Hit Dice: 1
Attacks: 1
Damage: 1d6
Save: F2
Morale: 6 (12 if frenzied, or in hive)
Hoard Class: VI (in each debris/refuse chamber)
XP:100
Giant ants are typically 6' long and 3' tall. They attack with their snapping mandibles, if they cause maximum damage and had an attack roll of 20 then their target's hand, foot, or limb is severed. They have a thick armored exoskeleton, but a hit to their thin neck or waist can kill them quickly. Each one weighs about 100 pounds, can carry 500 pounds and run full speed, or up to 1000 at half. They cannot climb sheer surfaces or crawl along ceilings like normal ants, but can use their strong grip to climb trees or cracked and pitted walls at half speed.
They are scavengers, omnivores, and will carry back to the hive anything that doesn't put up much of a fight. They are not usually aggressive toward man-sized humanoids unless the hive is starving. Giant ants are active year round in the tropics but, in cooler regions, survive the winter in a state of dormant torpor. They are not usually found in caves or dungeons since they cannot tunnel through stone. Encounters in the wilderness may be a single worker scout looking for food, or a food gathering column of workers traveling back and forth between the hive and a food source. Giant ants will usually retreat when attacked or threatened, but if one is killed the others nearby will go into an attack frenzy. They will never retreat if inside their hive or protecting the queen. The huge queens can live for up to 10 years, and workers live from 1 to 3 years. The smaller males survive only a few weeks. Giant ant larvae take 6 months to develop into adults.
The Hive
The hive consists of many tunnels and chambers, at the center is the immense birthing chamber and the huge queen. The hive will have two larvae per adult worker during the warm seasons, but none survive during a cold winter. Larvae are constantly being moved by workers between the many feeding/nursery chambers. Larvae are brought to chambers close to the surface during the day for warmth, and then taken to deeper chambers at night to avoid the chill. Other chambers are full of debris and refuse cleaned from the tunnels, nurseries, and birthing chambers. These debris pits might contain items or treasure from past victims. As a rough guideline for designing hives, let say one birthing chamber for the queen, plus one nursery and one rubbish chamber per 10 workers.
Other Species
Just as there are many different species of ants, so too there are many species of giant ants. Above are the rough statistics for Formicium garganteum, other species of giant ant are usually similar but may have additional traits and quirks. The particular traits of the species encountered can be determined by random roll, or by choosing any number of the following. 1. As above. No extra traits.
2. Jumping. This species' four back legs have been specialized for jumping. Can jump 20' across, or 10' straight up.
3. Soldiers. +1d20 to hive population due to increased security. Double the percentage for any treasure roll. 1 of every 5 workers appearing is instead a 8' long soldier with a huge head: HD3, Move 150' (50'), Damage 1d10, Morale 8 (12), XP 300
4. Fungus Farmers. +2d20 to hive population due to food production. Many extra hive chambers are fungal gardens, workers bring rotting plant material into the hive and harvest the fungus after spreading the spores. -4 to morale unless protecting the hive or queen.
5. Livestock Farmers. +2d20 to hive population due to food production. Could be any creatures that the ants can reasonably pick up and carry without much fuss. Herds usually graze outside the hive while the giant ants herd and protect them, but some species keep their herds trapped inside the hive and feed them things that would otherwise go into the debris pits.
6. Symbiotic Relationship. +1d20 to hive population. The giant ants have some friends who share their hive. Maybe these friends help protect the hive, or share food with the ants, or produce heat that is good for the ant larvae. These friends could be anything, animal, plant, or mineral.
7. Acid Spitters. + 1d20 to hive population. This species can spit a stream of formic acid up to 20' once per day. No damage, but it can blind or stun an enemy for 1 or 2 rounds. Stinging in the eyes, sinus, and throat persist until washed away.
8. Stingers. + 1d20 to hive population. This species of giant ants all have stingers on the tip of their gaster. These ants can sting and bite fallen foes in the same round. Stinger damage is 1d4 + [something awful] if save vs. poison is failed.
9. Electric Ants. Hive population is halved due to special diet. This species can discharge an electric shock once per day that can flow through metal armor and weapons. Shock causes 1d4 damage and save vs. petrify/paralyze or fall to the ground and twitch for one round. These ants horde and sometimes eat gold, silver, and iron which may be why their exoskeletons are so conductive. These shiny exoskeletons are highly prized by alchemists. Electric ants can smell silver and gold coins and will try to take them, attacking if necessary. Horde Type: I (in each debris/refuse chamber) and VII (in each nursery)
10. Roll twice more.
As always, you can choose to just make stuff up too.
May 15, 2011
Underappreciated Monsters - Number the First
Some monsters get more love than others. This was especially true during my years as a teenage DM. I had old favorites that would always turn up during games, while others were never used. When I say that these monsters are underappreciated I am referring to my own games, I don't presume to know what happens at other gaming tables. Some of these beasties deserve a second look. I'd like to share some thoughts, and look for ways to make these neglected critters more fun and interesting. Thus, I thought I'd start this sporadic series of posts. These aren't your classic villains, they aren't the favorites... they're the other guys, the ones nobody bets on. Let's take a closer look.
One of the first adventures I ever put together featured country bumpkins being terrorized by a colony of giant ants. Lumberjacks and farmers had been killed, and the towns people wanted the adventurers to take care of the problem before the ants found the village. The reaction from my players... *disappointed sigh* "Ants?" O_o
The players were unimpressed. They wanted something more fantastical to fight. I was young, a new DM, and totally unsure of myself running an adventure. I think I might have changed the ants to goblins to make my players happy. There was a fundamental truth that I knew instinctively, but I couldn't seem to get my friends to agree. Giant ants are frick'n scary!
1. Ants are strong and fast
An ant can easily lift 10 times it's own body weight. If an ant were the size of a man, it could lift 1000 pounds and would be as fast as a racehorse. Using the surface tension from the moist pads on their feet, they can move almost as fast along walls and ceilings as they do on the floor.
2. Ants can defend themselves
Every species has mandibles, these can account for a sixth of the total length of the ant. These powerful scissors can remove the limbs of enemies. Some ants also have venomous stingers, others can even spit formic acid up to 10 times their length.
3. Ants are alert
Ants have large compound eyes good for detecting movement, but see details poorly. They also have three ocelli (simple eyes) that detect a wide range of light including ultraviolet. A pair of antennae detect the direction and intensity of chemicals (scent), air currents, and vibrations (hearing). Ants identify each other through scent, any ant entering the colony mound without the scent of that particular colony will be attacked as an intruder. Some ants can also detect and prepare for rain an hour or more in advance, no one knows how... but it's true.
4. Ants can communicate
The "Hive-Mind" might be a fallacy, but colonies are definitely highly organized. Once scouts find food they leave pheromone (scent) trails as they travel back to the hive, workers follow this path to get the food. An alarm pheromone (emitted at death) sends nearby ants into an attack frenzy and attracts others from farther away. Antennae are sometimes used to transmit and receive signals through touch. Sounds produced with their mandibles may be used to intimidate colony members or other species.
5. Ants can farm
Some ants tend fungal gardens within their colonies, bringing in plant material to help it grow. Ants are also the only creatures besides humans that are known to protect, herd, and feed from domesticated livestock (usually aphids or mealybugs).
6. Ants build stuff
Good luck trying to represent this on graph paper...
See? Giant ants are scary! ...and this is all assuming that giant ants are just like regular old real-life ants that happen to be 6 feet long. In a fantasy setting they could also be magically altered to breath fire, have a true hive mind, AND be able to laugh maniacally! Muaahhahahahaaaa!
Oh!, and I didn't even mention the "zombie" ants, which are also pure fact by the way. Sometimes ants get infected with spores or parasites which alter their behavior in strange ways before killing/consuming them. Like this, and this, and this.
Good night, sweet dreams everyone.
GIANT ANTS!
One of the first adventures I ever put together featured country bumpkins being terrorized by a colony of giant ants. Lumberjacks and farmers had been killed, and the towns people wanted the adventurers to take care of the problem before the ants found the village. The reaction from my players... *disappointed sigh* "Ants?" O_o
The players were unimpressed. They wanted something more fantastical to fight. I was young, a new DM, and totally unsure of myself running an adventure. I think I might have changed the ants to goblins to make my players happy. There was a fundamental truth that I knew instinctively, but I couldn't seem to get my friends to agree. Giant ants are frick'n scary!
1. Ants are strong and fast
An ant can easily lift 10 times it's own body weight. If an ant were the size of a man, it could lift 1000 pounds and would be as fast as a racehorse. Using the surface tension from the moist pads on their feet, they can move almost as fast along walls and ceilings as they do on the floor.
2. Ants can defend themselves
Every species has mandibles, these can account for a sixth of the total length of the ant. These powerful scissors can remove the limbs of enemies. Some ants also have venomous stingers, others can even spit formic acid up to 10 times their length.
3. Ants are alert
Ants have large compound eyes good for detecting movement, but see details poorly. They also have three ocelli (simple eyes) that detect a wide range of light including ultraviolet. A pair of antennae detect the direction and intensity of chemicals (scent), air currents, and vibrations (hearing). Ants identify each other through scent, any ant entering the colony mound without the scent of that particular colony will be attacked as an intruder. Some ants can also detect and prepare for rain an hour or more in advance, no one knows how... but it's true.
4. Ants can communicate
The "Hive-Mind" might be a fallacy, but colonies are definitely highly organized. Once scouts find food they leave pheromone (scent) trails as they travel back to the hive, workers follow this path to get the food. An alarm pheromone (emitted at death) sends nearby ants into an attack frenzy and attracts others from farther away. Antennae are sometimes used to transmit and receive signals through touch. Sounds produced with their mandibles may be used to intimidate colony members or other species.
5. Ants can farm
Some ants tend fungal gardens within their colonies, bringing in plant material to help it grow. Ants are also the only creatures besides humans that are known to protect, herd, and feed from domesticated livestock (usually aphids or mealybugs).
6. Ants build stuff
Good luck trying to represent this on graph paper...
See? Giant ants are scary! ...and this is all assuming that giant ants are just like regular old real-life ants that happen to be 6 feet long. In a fantasy setting they could also be magically altered to breath fire, have a true hive mind, AND be able to laugh maniacally! Muaahhahahahaaaa!
Oh!, and I didn't even mention the "zombie" ants, which are also pure fact by the way. Sometimes ants get infected with spores or parasites which alter their behavior in strange ways before killing/consuming them. Like this, and this, and this.
Good night, sweet dreams everyone.
Labels:
Monsters
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