Space-Termites

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SPACE TERMITES XP 200 CR 1/2

LN Tiny vermin (swarm) operative

Init +8 Senses darkvision 60 ft., blindsense 60 ft.,

Perception +5

EAC 10; KAC 11 HP 12 Fort +1; Ref +3; Will +3

Defensive abilities swarm defenses;

Immunities swarm immunities;

Weaknesses Fire, Smoke, Chemicals ; vulnerable to scents and vapors.

Colony Dependent, cannot live in groups less than 16

OFFENSE

Speed 20 ft., burrow 5 ft., climb 10 ft.

Melee Chew +4 (1d4+NaN P)

Ranged Spit acid +2 (1d4 A)

Space 2-1/2 ft.; Reach 0 ft.

Offensive abilities breath weapon, distraction

TACTICS

Typical swarming bugs. React to nearest Threat. Protect center and "nobles".

Can be fooled by pheromones, perfumes, spray weapons, and other chemicals.

Certain dusts and chemicals kill them quickly, although they can hold their breath for over a minute.

STATISTICS

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

Skills Athletics +5, Engineering +10, Stealth +10, Survival +5

Languages Shirren (not really, but people keep trying)

Other abilities mindless, per se.

ECOLOGY They build extensive shelving and hive structures inside the nooks and crannies of facilities.

Some hipsters collect these materials and repurpose them into usable furniture. Whatever.

"OPERATIVE" ABILITIES

Resolve points 3 (per swarm, not individual)

Operative abilities Stealth based Trick attack.

Operative special rules Critical hits from termites are nasty and painful, and count as Debilitating.

Operative gear None, as such. They have an uncanny ability to spit into eyes, ventilation holes, viewports and other vulnerable spots.

SPECIAL ABILITIES

Breath Weapon (Su) Some creatures can exhale a cone or line of energy or another magical effect. A breath weapon attack usually deals damage, and it is often energy-based. A breath weapon usually allows a target to attempt a Reflex saving throw for half damage, though some breath weapons require a successful Fortitude or Will save instead. A creature is immune to its own breath weapon and the breath weapons of others of its kind unless otherwise noted. Each breath weapon also indicates how often it can be used. Guidelines 1d6 damage + 1d6 per CR, usable once every 1d4 rounds. A cone is usually 30 feet long, increasing by 10 feet for every size category above Medium or decreasing by 5 feet for every size category below Medium. A line is twice as long as a cone would be Brown Soldiers spit glue bombs, one per D4 rounds. which are only DC 5 Entanglefoot Bags. DC goes up 1 for every brown soldier cooperating. Bronzy Soldiers spit acid as listed each round.

Distraction (Ex) The creature can nauseate targets that it damages. A living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; the target can negate the effect with a successful Fortitude save at the listed DC. Acid Based.

Swarm Defenses (Ex) Swarms take damage from weapons differently depending on how the weapon targets them. A swarm is immune to attacks and effects that targets a single creature (including single-target spells), with the exception of mind-affecting effects if the swarm has an Intelligence score and an ability similar to the formian's hive mind. A swarm takes half again as much damage (+50%) from effects that affect all targets in an area, such as grenades, blast and explode weapons, and many evocation spells. A swarm takes normal damage from an attack or effect that affects multiple targets (including lines and fully automatic mode attacks). For the purpose of automatic fire, the swarm counts as five targets. For example, if an automatic attack is made using 12 rounds of ammunition, it can attack a maximum of six targets, so it can damage a swarm normally. However, if two other targets are closer to the attacker than the swarm, they must be attacked first, leaving only four attacks to target the swarm, so it takes no damage.

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