Soothing Wasp: Difference between revisions
m (Text replacement - "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Frequency = | Effect = | Fruition = | F-Duration = }} --> <!-- COMBAT TACTICS -->" to "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Freque...) |
No edit summary |
||
Line 43: | Line 43: | ||
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | | Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | ||
| Pattern1 | | | Pattern1 | Coursing Creature | ||
<!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | <!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | | Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | ||
| Pattern2 | | | Pattern2 | Wormskull Creature | ||
<!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | ||
}}</onlyinclude> | }}</onlyinclude> |
Revision as of 15:14, 13 February 2021
Soothing Wasp (CR 21)
Neutral - Tiny - Vermin (Coursing, Wormskull) |
---|
Lore: | Know (Nature) | ||
43 | 59 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
43 | +33 |
Passive | Active |
Ambush: |
9+ |
on a d20 |
Senses:
- Standard Senses
- Keen Scent 60 ft.
- Mindsense 30 ft.
Movement Types:
- Walk 30 ft.
- Hover 60 ft.
- Lesser Flight 60 ft.
Defense
AC |
Man Def |
Monster Health | ||
1,154 | 577 | 31 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +16 |
Refl: | +20 |
Will: | +15 |
Strong Against:
Weak Against:
- (Wormskull Creature) Vermitype:If subjected to a Remove Disease (Cleric Spell) a Wormskull Creature takes 1d6+3 points of positive (energy, uncommon) damage per caster level of the spell.
- (Wormskull Creature) 'SPECIAL': Can only use Mindsense to see other Wormskulls
Offense
- Maneuver Offense Notes: -1
Standard Attack (Melee):
- 1x Wasp Sting +31 (5d8+24/19-20 x2)
as piercing (physical, common)
plus: Poison
Full Attack (Melee):
- 3x Wasp Sting +31 (5d8+24/19-20 x2)
as piercing (physical, common)
plus: Poison
Standard Attack (Ranged):
- 1x Soothing Wasp Spine +31 (5d8+24/19-20 x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 90 ft.)
plus: Poison
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
14 |
STR |
23 |
DEX |
16 |
CON |
12 |
INT |
8 |
WIS |
14 |
CHA |
Skills:
- Knowledge (Dungeoneering): 35
- Perception: 33
- Survival: 36
- All other skills: 31 (no ranks)
Feats:
- Spring Attack (EFFECT: Move before and after melee attack)
Special Abilities
Soothing Drone (Su; Aura 20') |
Creatures that end their turn within 20 feet of a Soothing Wasp must make a Will save, DC 31, or become Sluggish for the remainder of the encounter. Those who succeed on the save are still Drowsy for the remainder of the encounter. Creatures affected by Soothing Drone never need to make more than one saving throw per round. If a creature making a save against Soothing Drone is already Drowsy and fails the save, it becomes Sluggish. A creature already Sluggish who fails a save becomes Asleep. An Asleep condition persists until the creature is damaged. Any creature may wake up an adjacent sleeping creature as a standard action. |
Poison (Ex) |
Soothing wasps can deliver a poison with their stings, making their soothing drone more effective.
|
Coursing Attacks (Ex; Coursing Creature Pattern) Automatic |
At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal to 6. At any time, as a free action, it may spend one or more of these D6's to raise a D20 roll by +1 for each die spent, or it may roll one or more of the D6's to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks and abilities. All Coursing Dice may only be used once (either spent or rolled) each round, Coursing Dice damage is bonus damage and thus not affected by critical hits, and Coursing Dice damage is inflicted as the same type of damage as the attack it is added to for purposes of bypassing DR and/or ER. If an attack inflicts more than one type of damage, the GM may choose per Coursing Die rolled what damage type it is. |
Coursing Dash (Ex; Coursing Creature Pattern) |
Once per encounter, a Coursing Creature may perform a Move Action as a Swift Action. |
Coursing Stride (Ex; Coursing Creature Pattern) |
Out of combat, a Coursing Creature's Overland Travel speed is doubled. |
Psychic Tendril (Su; Wormskull Creature Pattern) Swift 1/Rnd |
A Wormskull gains an extra melee attack, with fifteen additional feet of inclusive reach. This is usable as a swift action, has the same to-hit as their normal melee attacks, and on a successful hit inflicts 5d8+24 points of damage as psychic (energy, uncommon) damage. |
Wormblast (Su; Wormskull Creature Pattern) Standard 1/Enc |
Once per encounter, as a standard action, a Wormskull creature may blast out a vile gush of psionic ectoplasmic slime in a 30 foot cone (a 6x6x6 space) adjacent to its space. The exact origin and mechanics of this power are left to the GM, except that it should be uniformly grotesque. This Wormblast inflicts 5d8+24 points of psychic (energy, uncommon) damage. Wormblast allows a Will save versus a DC of 31 to take half damage. |
Soothing Wasp
Soothing wasps are a particularly dangerous kind of vermin, that are fairly uncommon, but widespread. They can be found almost anywhere, their haystack-sized nests tucked out of sight and very well hidden. They have been found in attics, basements, ruins, keeps, mausoleums, caves, attached to trees in forests, tucked against cliff faces, snuggled under over-hanging river banks, and many more places besides. It is rare to find an actual nest, as the wasps are cagey fliers who approach in circuitous ways, and finding a nest is usually very bad, as they like nesting in large numbers. They maintain a teetering peace if they are not disturbed, but are aggressively territorial against creatures and things they perceive as threats, and perhaps most disturbing, carnivorous. They will vigorously defend their nests, but also send out patrols of a few wasps at a time in the nearby area to hunt for food. One clue that a nest is nearby is that local fauna is nearly completely absent, having been thoroughly predated by the swarm.
- Soothing wasps are brightly colored, featuring distinctive orange and black stripes. Notably, they are quite large, approximately the size of a humanoid head. They are rarely found alone, and more often, when you see one, there are many more nearby.This dangerous-feeling creature seems wiry, tough, and fast on its feet.This creature appears completely normal, except it might have a slight cold. It feels a bit nerve-inducing though, for some reason.
Combat Tactics
While Soothing Wasps are aggressive if defending their hive, they are not the vicious pack hunters one might expect of a predator. If they are not provoked, they are perfectly content to serve as efficient hunters of small to medium prey like rabbits, birds, and deer. If they feel their territory is being attacked, their menu will expand considerably to include 'everything that moves'.
- Because of their Soothing Drone aura, and the fact that their poison makes their victims even more susceptible to the Drone, they are almost stately in their offense. They will tend to spread out and lazily orbit their enemies, keeping them at the edges of their Drone and looping in with Fly-by Attack to make attacks against different victims, trying to maximize the number of poisoned victims, and, once poisoned, let the droning do its work. If aggressively pressed, they will make full attacks with flanks, if possible, or even break off and flee.
- Victims that fall asleep are not left alone! The wasps will continue to attack fallen victims, hoping to kill them while the poison numbs them to attacks. Once slain, they will summon the rest of the nest to feast on the corpse.
- Soothing wasps will run away if they are being overpowered and are not near their nest, but will fight to the death if their nest is nearby. This is one of the few ways to figure out where such a nest might be, since they are usually very well hidden.
Out of Combat
Soothing Wasps are not unintelligent! They are smart enough to realize that a good neighbor is a valuable treasure, and as such, can be found living alongside and cooperating with nearly any form of monsters! Many creatures realize that a nearby nest of 'friendly' Soothing Wasps is a wonderful thing, and will seek to cultivate nests that are willing to coexist peacefully.
- Soothing Wasps can even be found that are living in quiet harmony with nearby intelligent creatures, and it can be very unnerving to enter that bucolic Halfling settlement, only to realize the place is crawling with Soothing Wasps busily hunting for rats and such. Soothing Wasps can also be found that have learned to mistrust all other life, and the only warning their victims receive is when the rich drone of the wasps fills their ears with its seductive, soporific song.
- You never know what you're going to get, so caution is always advised.
Rewards
XP: 409,600
Treasure: Sellable Goods worth 141,500 gp.
- Weight: 210 lbs. Volume: 8.4 cu. ft.
- Soothing Wasp Carapaces are extremely valuable, and aside from items scavenged from various victims, make up the bulk of their treasure when harvested and sold.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |