Waspider Swarm (3.5e Creature)

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Waspider Swarm
Size/Type: Diminutive Magical Beast (Evil, Swarm)
Hit Dice: 12d10+36 (102 hp)
Initiative: +6
Speed: 20 ft., climb 20ft., fly 10 ft.
Armor Class: 20 (+4size, +6dex), touch 20, flat-footed 14
Base Attack/Grapple: 12/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10ft./0ft.
Special Attacks: Agony, Distraction, Web, Wounding
Special Qualities: Damage Reduction 10/magic, Darkvision, Hive Mind, Immune to Weapon Damage, Resistance to Electricity 10, Swarm Traits, Web Walk
Saves: Fort +6, Ref +14, Will +10
Abilities: Str 2, Dex 22, Con 16, Int 6, Wis 13, Cha 13
Skills: Climb +13, Listen +6, Spot+13
Feats: Alertness, Iron Will
Environment: Any
Organization: Solitary, hive (2–5 swarms), or with Agony Golem
Challenge Rating: 10
Treasure: None
Alignment: Always Evil
Advancement:
Level Adjustment:
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The sound of the buzzing makes one think it is a swarm of hornets, or a swarm of hellwasps at the worst. And it seemed like a swarm of hellwasps, but by the time one can realize he is wrong, it is too late.

A creature that resembles a wasp in some way and a spider in another, waspiders are flying creatures that comes from the worst nightmares. With black bodies having red marks and 6 red eyes, a set of jagged jaws, 4 pairs of legs, a pair of somewhat tattered wings, and a set of stingers on its abdomen, they fly in large swarms that drive away even the most fearsome of enemies. Their body contain special liquid that induces pain in bodies of living beings, and are treasured by torturers and evil lords. Since they are agile but not fast when flying, they are usually found crawling over webs that they have set up, or with an Agony Golem which serve as their hives. Although they live off of flesh of intelligent creatures only, they collect plant material that they stock in their homes.

Combat[edit]

The 8 inch long flying horrors chase after creatures for both self-defence and predation. They target creatures that seems most vulnerable against their agony attacks.

Agony (Ex): Instead of dealing the full damage of a swarm attack, a swarm of waspider can use their stings to inject a fluid that induces pain. The damage of such swarm attacks are reduced to 1d6, and the creature must succeed on a Fortitude save (DC19) or become stunned for 1 round and have -4 penalty on attack rolls, saving throws, skill checks, and ability checks for 1d4 rounds afterward. Even with a successful save, the creature have the -4 penalty as above for 1 round, but is not stunned.

Distraction (Ex): Any living creature that begins its turn with a waspider swarm in its space must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Web (Ex): A waspider swarm can collaborate in order to create sheets of sticky webbing up to 20 feet square. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped.

Wounding (Ex): A wound resulting from a waspider swarm attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any spell or other healing spell (heal or the like).

Hive Mind (Ex): A waspider swarm is susceptible to mind-affecting spells, for which the swarm is treated as a single creature of the magical beast type. When a waspider swarm is reduced below 13 hit point, it becomes mindless.

Web Walk (Ex): A waspider swarm can move across sheet webs at its climb speed and can determine the exact location of any creature touching the web.



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