THERMITE
FREQUENCY:
Rare
NO.
APPEARING: 2-8 (50-120 (10d8+40) in lair)
ARMOR
CLASS: 4
MOVE:
15”
HIT
DICE: 2+2
%
IN LAIR: 40%
TREASURE
TYPE: Q (X10) and see below
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-6
SPECIAL
ATTACKS: +4 to hit with blistering
spittle
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 3
INTELLIGENCE:
Low
ALIGNMENT:
Neutral
SIZE:
S (3' long)
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: III/ 50 + 3/hp
Warrior:
IV/ 85 + 4/hp
Slasher:
IV/ 90 + 5/hp
Burster:
III/ 90 + 3/hp
Replete:
Nil
Nymph:
I/ 10 +1/hp
Princess:
V/ 225 + 6/hp
King:
VI/ 350 + 8/hp
Queen:
VI/ 550 + 10/hp
Thermites
are giant social insects that greatly resemble giant termites and
live in colonies made of earthworks, or in the ruins of buildings
made by civilized creatures. There are several castes within a
single colony of thermites. The most commonly encountered is the
thermite worker. Indeed, 90% of encounters will be with thermite
workers only.
Thermite
workers can attack with a vicious bite, but they can also squirt an
unstable metal based compound from gland pits located in their jaw
muscles. This spit attack has a range of up to 2” and ignites on
contact with air, causing 2-8 (2d4) points of damage. Thermites are
so accurate that they are at +4 on “to hit” rolls when using this
attack. Workers only have enough chemical reserves to spit once
every four rounds.
Warriors
are larger versions of the worker class, with huge brown to red-brown
heads. They have armor class of 3, 3+3 hit dice, attack for 1-8
points of damage with a bite and can use their spittle attack once
every other round, doing 3-12 damage with a successful hit (again, at
+4 to hit). They should be treated as size M creatures, reaching
almost five feet in length.
Some
warriors, called slashers, have exaggerated mandibles. These are
similar to other warriors, but have 4+1 hit dice, do 2-12 points of
damage with a bite, and lack a spit attack.
Bursters
are similar in size and appearance to workers, but are specialists in
suicide attacks. Instead of spitting a chemical solution, they
engage an enemy in close combat, then use their oversized jaw muscles
to rip their glands apart. This destroys the burster, but also
causes 4-24 (4d6) damage to their opponent. A save vs dragon breath
is allowable to reduce this damage by half.
Repletes
are specialized workers that are force-fed a diet high in fats and
sugars. They act as an emergency food source, willing to vomit up
the contents of their storage gullets to their fellows.
Nymphs
are immature thermites. They have nearly translucent skin, a weak
bite attack (1d3 damage), no effective spit, and only a single hit
die. Most are two feet long or smaller. Nymphs are incapable of
most worker functions, but can produce silk, which the workers use to
help fabricate tunnel and hold back earthworks.
Royal
thermites found within a lair will include 1-4 princesses, one king,
and one queen. Princesses are similar to warriors in terms of size
and other statistics, but have 5+5 hit dice. Similarly, kings will
have 6+6 hit dice and queens will have 7+7. All royal thermites have
at least average intelligence.
All
thermites are capable of speech, though the lower castes are
single-minded of purpose and unable to maintain a complex
conversation. All thermites serve the royals with unquestioned
obedience. They are entirely willing to die for the good of the
colony at any time, and never question authority. Royals lack any
sense of morality or civilization and see other creatures primarily
as food sources. However, they will bargain with other intelligent
creatures if they believe that doing so will help the colony.
Thermites
can and do feed on plant materials, but due to their caloric
requirements and need to produce their glandular secretions, they
also need to supplement their diet with animal protein and metal
substances. Thermites have also been known to grow fungus gardens on
the decaying bodies of giant insects, or to steal eggs from the nests
of giant ants.
Thermites
do not value treasure, but they know that others do and they have
been known to trade with men, dwarves, and humanoids. In addition to
the gems described under treasure type, there is a 65% chance that a
lair will contain 1,000 to 10,000 gold pieces worth of gold ore
pellets. If they discover magic items, the intelligent royal family
will make use of these items to the best of their ability.
keep up the good work, can't wait to see what the next dlvl holds
ReplyDeleteCheers,
Groaning Spirit