Monster-Squezior

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Schwiffius Kwesh Quezior from Daniel Cmil

N Medium magical beast (magical) “mechanic”

CR 5 XP 1,600 Schwiffer

Init +7; Senses darkvision 60 ft., low-light vision 90 ft.,

sense through bugs 300 feet,

blindsense 60 ft. (vibration hairs) ,

low-light vision; Perception +20

DEFENSE

EAC 17; KAC 18 HP 65

Fort +6; Ref +8; Will +6

Weaknesses high winds;

vulnerable to smoke, lasers, and sonics;

bugs getting killed; dependent symbiosis.

Area Effect attacks also damage the bugs a D6% of the total. see below.

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FEATS & ABILITIES

  • Jet Dash: as per the Core Book, 6x on a run.
  • Track By Scent: various taste and scent organs make this guy extremely aware of what is, or has been, in his area.
  • Excellent Hearing: ears and hairs pick up sounds easily.
  • Lifesense: It has an extremely basic empathy out to 60 feet.
  • Extra Limbs: Feeder tentacles
    • Sprinter: Once per Minute may add 15 feet to base movement for 1 round.
    • insect Symbiosis: Keeps (& Needs) a colony of insects called Vyribbian Spinities living in its porous spinal structures. See Below.
    • Poison resistant. +4 on saves versus toxic items or effects.

Other abilities unflankable, poison.

OFFENSE

Speed 65 ft.

Melee feet/claws +10 (1d4+5 S; critical mild poison)

Ranged one shot stinger +12 (1d4+5 A; critical vile poison) DC 18+, CHA poison track.

Spell-like Abilities (CL 5th; ranged +12) DCs are 18, but go up 1 with each exposure.

(1/day per CON ) - Caustic Conversion, except the spell effects are delivered by bugs, not nanites

1x per minute - Inject Nanobots - again, bug based, not tech based.

TACTICS

If an edible being is tiny or smaller: hunt and kill personally via pursuit and H-t-H.

Versus Small or bigger edible targets: It is skittish and uses its poison tactics ~at range~ on these prey.

And anything even remotely based on DNA will be seen as edible to this carrion eater, it is not proud.

Normally it will perceive an edible being, and then keep trailing it at 75 - 90 feet. Sending packets of its

stinging bugs to poison and harass the creature till it falls over. Then it closes in for the feasting.

If its target is in a herd or group, it trails and waits for them to leave their stricken straggler behind,

or uses its stinging bugs to drive them off. Both the Schwiffer and the insects feed on the corpse.

Each time a victim is stung, the next time the poison DC goes up by 1 unless treated.

It can rarely be caught so it is content to trail and wait for sickened prey to fall out.

The bugs can be driven off by heavy smoke, or winds in excess of 40 mph. But players will not know this easily.

If more than 90% of the bugs are killed or used up, the Schwiffer loses the spell-like abilities, sense-though, and its perception drops to 12,

and its Init bonus drops to 4.

STATISTICS

Str +1; Dex +3; Con +3; Int +4; Wis +0; Cha +1

Skills Athletics +16, Bluff +11, Computers +16, Engineering +16, Medicine +11, Perception +16, Stealth +16, Survival +16

note: computers and engineering skills represent the creatures uncanny knack of damaging or disabling objects that players value highly.

Languages "Lashunta" - understand received basic mental concepts only, not speak or send), empathic.

Gear none really, it all comes from the bugs.

ECOLOGY

Adult Schwiffers ~must~ have a symbiotic colony. If more than 95% of their bugs are killed, then the host's CON score is considered to be 1.

If so, they will flee and rest up in a deserted place, nursing their colony back to health. They have a "begging" behavior and Schwiffers have been

seen swapping bugs and bumping noses together. Parents donate 10% of their hives to their young.

They reproduce in a strange manner, the male uses his bugs to carry his genetic donation to a likely female and she puts it where it belongs.

No.Appearing: usually one. or a mated pair with 2 offspring(4). or rarely a herd ( 3d20) in rut.

Its own teeth and claws are mildly poisonous, but their DC is only 12 and not cumulative. STR track.

Creature has a bite attack, it can make two attacks (one bite and one claw slash) as a full action with a –3 penalty to each bite attack roll.

Certain smokes, chemicals, or insect repellants can prevent or gives bonus versus these attacks.

Laser attacks cause the creature to save versus basic optical blindness at a DC = 5+ damage caused.

They are immune to their own, and each others, poisons and bug stings and acids.

"MECHANIC" ABILITIES

Resolve points 4

Mechanic abilities Artificial intelligence, custom rig, (these two abilities are replaced by the colony)

These two abilities have the same effects, but work differently.

overload - instead the beast uses a packet of bugs to disrupt, smear, block, or damage the device with acid

remote hack - instead the beast uses a packet of bugs to shut down, impair, or reboot a device.

Mechanic special rules Although built as a mechanic, this creature keeps no regular equipment, and the class special abilities are replaced by what the Schwiffer does with its symbiotic insect colony. Has target tracking. It has an innate understanding of the care, feeding and maintenance of its bugs, just the same way as your Ysoki buddy knows how to get free pop-tarts out of the vending machines.

Mechanic gear Armor and weapons are innate. Bugs give the ranged attacks and effects. Every attack from the swarm uses up 1% of the colonies reserves.

The Schwiffer will not spend more than 15% usually against any one encounter, and will usually flee if a meal does not present itself from its efforts.

It takes 24 hours to regrow 1% of the colony, provided with adequate food, rest and water.

NOTE: even though the colony is an insect swarm, it hardly ever appears as such separately from the Schwiffer.

Only a truly desperate, sickened, controlled, or otherwise maddened beast would deploy its colony in the core rulebook definition of the word "swarm"

SPECIAL ABILITIES

Sense Through (Su) The creature can sense through obstacles that would normally block the ability to perceive what is beyond them. The specific sense this ability applies to is indicated in parentheses after the sense through entry in the creature's statistics. If the ability allows the creature to sense through only a specific material, that material is listed after the specific sense. (mind link using the bug swarms hearing, scent, vision, and tastes)

One final Note: anything that can prevent an insect attack can prevent the bug's abilities. So a fully sealed suit or deflector shield can

shut down most of this creature's special attack. But the bugs could corrode or smear someone's faceplate... or clog their air vents.

DM fiendishness is encouraged.