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    Ogre in the Playground

    Join Date
    Apr 2017
    Vancouver <-> Dublin

    Default Re: Local Speakeasy: Home Brewing 3.X Competition VI: Here, There, and Everywhere

    I was robbed -ROBBED! - in the last contest, so here's another monster. A conversion of Ygramul the Many from the Neverending Story using Hellwasp Swarm as a base. Only weakly related to Travel but hopefully elegant in its complexity.


    Hit Dice: 12d10+60 (102 hp)
    Initiative: +9
    Speed: 5 ft. (1 square), climb 40 ft., fly 40 ft. (perfect)
    Armor Class: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6 plus poison) or protean attack (varies)
    Full Attack: Swarm (3d6 plus poison) or protean attack (varies)
    Space/Reach: 40 ft./30 ft.
    Special Attacks: Distraction, poison, protean attack, web
    Special Qualities: Darkvision 60 ft., hive mind, immune to weapon damage, low-light vision, swarm traits, tremorsense 60 ft.
    Saves: Fort +13, Ref +15, Will +11
    Abilities: Str 1, Dex 20, Con 20, Int 12, Wis 20, Cha 10
    Skills: Climb +13, Hide +25, Intimidate +15, Listen +20, Move Silently +5*, Spot +28
    Feats: Ability Focus (poison), Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes
    Environment: Warm mountains
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: None
    Level Adjustment: -

    A protean swarm is a flight of small black wasp-like insects, which together form a swarm of Colossal size and malevolent intelligence. A swarm constructs great webs amongst the cliffs and ravines of its mountainous domain, ensnaring animals, humanoids, and even dragons before slaying them with its potent venom. However, each swarm lives in terror of the day that the secret magic of their venom is finally revealed, and they are forever deprived of sustenance by spiteful prey.

    A protean swarm speaks Abyssal, Auran, and Common in a frighteningly loud collective voice, often described as a "buzzing legion".

    Combat Abilities
    In combat a protean swarm engulfs as many smaller foes as possible within its space. It lashes out at particularly large or strong opponents with its protean attacks.

    Colossal (Ex): Unlike other swarms, a protean swarm occupies a 40 foot space. Creatures within their space are automatically subject to their swarm attack. Creatures outside their space and within a 30 foot reach are subject to their protean attacks (see below).

    Distraction (Ex): Any living creature that begins its turn with a protean swarm in its space must succeed on a DC 21 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Hive Mind (Ex): Any protean swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard protean swarm) forms a hive mind, giving it an Intelligence of 12. When a protean swarm is reduced below this hit point threshold, it becomes mindless.

    Poison (Ex and Su): Injury, Fortitude DC 23, initial damage 3d6 Dex and teleportation venom (see below), secondary damage 3d6 Con. The save DC is Constitution-based.

    Protean Attacks (Ex): A protean swarm can assume the general shape of a monstrous vermin of Colossal size. It can pack itself densely enough to strike with an effective Strength score of 30 using the natural weapons of its assumed form (though as with a standard swarm it may not perform grapple checks, and it retains the size modifier of a diminutive creature). The swarm may shift between forms at the start of its turn as a free action, but must make a full attack to benefit from the natural weapons of the assumed form. The natural attacks granted by each form are as follows:

    Praying Mantis: 2 claws +26 melee (4d6+10) and bite +21 melee (3d6+5)
    Scorpion: 2 claws +26 melee (2d8+10) and sting +21 melee (2d8+5 plus poison)
    Spider: Bite +26 melee (4d6+15 plus poison)

    Teleportation Venom (Su):
    A creature that fails an initial save against a protean swarm's poison gains the ability to use greater teleport as a spell-like ability. This effect lasts until the creature uses the ability or for one minute, whichever comes first. Slow poison, neutralise poison, and similar effects negate this effect.

    A character is not aware of this effect unless they make a successful Knowledge (arcana) check (DC 30) upon encountering a protean swarm or a successful Spellcraft check (DC 30) upon failing an initial save against the swarm's poison. A creature that succeeds on either of these checks may communicate this knowledge to others.

    Enterprising adventurers might be able to collect doses of the venom for later use.

    Tremorsense (Ex): A protean swarm can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the swarm’s webs.

    Web (Ex): A protean swarm can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Colossal size. An entangled creature can escape with a successful Escape Artist check (DC 21) or burst it with a Strength check (DC 25). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

    Protean swarms often create sheets of sticky webbing up to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 18 hit points, and sheet webs have damage reduction 5/—.

    A protean swarm can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

    Protean swarms have a +8 racial bonus on Climb, Hide, and Spot checks and a +8 racial bonus on Move Silently checks when climbing across their webs. A protean swarm can always choose to take 10 on Climb checks, even if rushed or threatened. Protean swarms use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
    Last edited by rferries; 2017-07-26 at 07:51 PM.