Neutral Small Monster (insect) (2-ft)
FREQUENCY: Rare
NO. APPEARING: 1-100 (I. 1d4)
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 3
MOVE: 18"
HIT DICE: 3 (hp 14)
% IN LAIR: 10%
TREASURE TYPE: nil — In Lair: Q (x3), S
THAC0: 16
MELEE: bite (2d4 plus sting)
SPECIAL ATTACKS: poison, sting - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent, shuns open flame
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: II (XP 99 or 60 + 3 hp)
Neutral Small Monster (insect) (2-ft)
FREQUENCY: Rare
NO. APPEARING: 1-100 (I. 1d4)
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 3
MOVE: 18"
HIT DICE: 2 (hp 9)
% IN LAIR: 10%
TREASURE TYPE: nil — In Lair: Q (x3), S
THAC0: 16
MELEE: bite (2d4)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent, shuns open flame
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 30 or 12 + 2 hp)
When giant ants are encountered it is 90% likely that they will simply be workers. If found in their lair (nest) there will be double the number rolled plus 1 warrior ant for every 5 workers.
The warrior ant has 3 hit dice, does 2-8 hit points of damage with its mandibles, and if it hits with them it will also attempt to sting for 3-12 points of damage. If a sting hits, a saving throw versus Poison must be made; if successful the victim takes only 1-4 hit points of damage.
The queen ant has 10 hit dice, but she neither moves nor attacks. If she is killed the other ants will become confused (as if they were under the influence of that spell) for six melee rounds and then leave the nest.
Treasure held by ants will be found in the chamber of the queen ant.
The egg chamber will be guarded by 5-50 workers and 5 warriors. Giant ant eggs have no normal market value.
Environment. Temperate and sub-tropical, uninhabited/wilderness areas (plain, scrub, forest, rough, hills); Tropical and near-tropical, uninhabited/wilderness areas (plain, scrub, forest, rough, hills); Underground
Neutral Large Monster (insect) (9-ft, 700-lbs)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 2
MOVE: 9" — burrow 1"
HIT DICE: 8 (hp 36)
% IN LAIR: 95%
TREASURE TYPE: see desc
THAC0: 12
MELEE: bite (5d4)
SPECIAL ATTACKS: lock jaw - Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VI (XP 575 + 10 per hp)
Giant ant lions are huge insects inhabiting areas of sand and gravel where giant ants and similar large insects are common. Typical habitats are desert fringes, badlands, and areas of rocky terrain.
There the ant lions dig tapering pits of about 60 feet in diameter. The pits will look like a cave or lair entrance 50% of the time. Any creature entering these funnel-shaped traps will be 50% likely each round to slip and slide down the loose sides and land at the bottom.
Lurking there is the ant lion. It will burst out of the covering of loose sand, gravel, and stones beneath which it has buried itself and attack the victim with its huge mandibles.
A hit indicates the ant lion has closed its jaws and will not release its prey until it or the prey is dead.
Thus, each round after the initial hit, the ant lion will inflict 5-20 points of damage automatically.
Although ant lions do not collect treasure, there is a 30% chance that there will be 1-4 of the following items in the monster's lair from previous kills:
1-6
7-10
11-13
14-17
18-19
20
10-40 gp
5-20 pp
shield*
metal weapon*
jewelry*
miscellaneous item*
* 10% chance that item will be magical. If so, roll on appropriate table [...] or assign an item of relatively low value.
Ant lions devour 1 or more giant insects each day, carrying the remains away and concealing them. Thus it is possible to encounter one outside its pit.
Neutral Man-sized Monster (animal, insect) (4-ft)
FREQUENCY: Rare
NO. APPEARING: 1d10
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 6
MOVE: 9" — fly 30" (Class D, 7/3 hp)
HIT DICE: 3 + 1 (hp 16)
% IN LAIR: 20%
TREASURE TYPE: nil
THAC0: 16
MELEE: sting (1d3 plus poison)
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +16%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 150 + 4 per hp)
Neutral Man-sized Monster (animal, insect) (4-ft)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 5
MOVE: 12" — fly 30" (Class C, 12/6 hp)
HIT DICE: 4 + 2 (hp 26)
% IN LAIR: 90%
TREASURE TYPE: nil
THAC0: 15
MELEE: sting (1d4 plus poison)
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +22%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: IV (XP 200 + 4 per hp)
Neutral Large Monster (animal, insect) (6-ft)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 5
MOVE: 6" — fly 24" (Class E, 25/12 hp)
HIT DICE: 6 + 4 (hp 51)
% IN LAIR: 10%
TREASURE TYPE: nil
THAC0: 13
MELEE: sting (1d6 plus poison)
SPECIAL ATTACKS: poison - Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +34%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: V (XP 400 + 8 per hp)
Neutral Large Monster (animal, insect) (6-ft)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 5
MOVE: 6" — fly 24" (Class E, 41/20 hp)
HIT DICE: 8 + 6 (hp 84)
% IN LAIR: 100%
TREASURE TYPE: nil
THAC0: 12
MELEE: sting (1d8 plus poison)
SPECIAL ATTACKS: poison; Hits As: +3
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +46%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VI (XP 800 + 8 per hp)
All forms of giant bees are similar to their ordinary small counterparts. Honeybees have hives; bumblebees have nests.
If encountered in their lair the hive will contain 20 times the workers shown by die roll and 3-12 soldiers. There will be 7-12 giant bumblebees in a burrow or nest. Hives will have a noncombatant queen and 2-5 noncombatant drones. Nests will have a combative queen of 8+6 hit dice doing 1-8 points damage per sting.
Poison is normal for workers and stronger for soldiers and bumblebees (-1 to save). A queen bumblebee's poison is -2 for saves.
Successful save vs. Poison will inflict an additional 2-8 points damage. Failure will cause an additional 5-20 + 1 for soldiers and bumblebees and +2 for queen bees.
Honey in hives or nests is of proportional quantities. Bee "bread" is excellent food and equal to iron rations. "Royal jelly," found only 20% of the time, is equal to 2-5 potions of extra-healing with a side effect of cure disease for each. It also can be made into sufficient unguent to treat aging.
The unguent preserves a youthful look for up to 1 year and 2-5 such preparations can be made from royal jelly. Charisma will remain unaffected by age when the unguent is used continually without interruption.
It is greatly prized by rich and noble women, and each unguent jar commands from 3,000-8,000 gp on the open market.
Neutral Small Insect (swarm)
FREQUENCY: Uncommon
NO. APPEARING: 2-8
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: N/A
MOVE: fly 9" (Class A)
HIT DICE: 3 (hp 13)
% IN LAIR: 70%
TREASURE TYPE: nil
THAC0: N/A
MELEE: swarm (1d3-1) plus distraction
SPECIAL ATTACKS: distraction; Hits As: normal
SPECIAL DEFENSES: swarm
WEAKNESS: swarm
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 150 + 4 per hp)
Distraction. A creature subject to a swarm attack must make a save vs. Breath or be distracted (dazed) while taking damage.
Swarm. A swarm is made up of many of these tiny creatures. All inside the swarm without some form of damage resistance take damage automatically and must save versus distraction. The swarm is immune to weapon damage of any kind. All energy attacks or area attacks do double damage and offer the swarm no saving throw.
Neutral Small Monster (insect) (1-ft)
FREQUENCY: Rare
NO. APPEARING: 1-8
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 4
MOVE: 6" — hop 3"
HIT DICE: 1 + 3 (hp 8)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 18
MELEE: kick (1d4)
SPECIAL ATTACKS: jump - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
MORALE: +8%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 20 + 2 per hp)
The basically harmless giant cave cricket is typically only a noisy insect pest.
If a victim is within 20 feet when it starts its chirping sound, the noise will drown out all speech and, incidentally, have a 2 in 6 chance of drawing all predators within hearing range (about 90").
If frightened, the giant cave cricket has a 1 in 6 chance per individual of leaping on a character within hopping distance, inadvertently inflicting 1-4 points of damage. Those not actually landing on any characters still have normal to-hit probabilities of accidentally kicking someone with their powerful hind legs. Any creatures within 10 feet of a giant cave cricket will be so attacked. Roll to find which character each monster attacks and then roll for kick hits.
Giant cave crickets are the same as normal crickets, save for their size and pale gray or white coloration. They eat vegetation, cloth, paper, and even fungi.
Neutral Small Monster (insect) (1-ft)
FREQUENCY: Common
NO. APPEARING: 2-24 (I. 2d6+1)
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 9
MOVE: 15"
HIT DICE: 1d2 (hp 1)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 20*
MELEE: bite (no damage plus poison)
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: tiny (-1 to saves)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LEVEL: II (XP 104 or 103 + 1 per hp)
These nasty creatures are found nearly everywhere. They are aggressive and rush forth to bite their prey, injecting poison into the wound, but in many cases this poison is weak and not fatal (add +4 to saving throw die roll).
Also, as the centipede is small, it is less likely to resist attacks which allow it a saving throw (-1 on die).
Centipedes come in many colors — pale gray to black, red to brown.
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (plain, scrub, forest, rough, desert, hills), Tropical/near-tropical, uninhabited/wilderness areas (forest, desert); Megalocentipede. Temperate/sub-tropical, uninhabited/wilderness areas (forest), Temperate/sub-tropical, inhabited and/or patrolled areas (forest); Underground;
Neutral Small Insect (6-in)
FREQUENCY: Common
NO. APPEARING: 5-30
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 9
MOVE: 21"
HIT DICE: 1d2 (hp 1)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 20*
MELEE: bite (no damage plus poison)
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: tiny (-2 to saves)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LEVEL: II (XP 104 or 103 + 1 per hp)
Huge centipedes are simply smaller versions of giant centipedes.
They conform in most respects to their larger counterparts, including having a weak poison which allows a +4 on saves vs. its effects. However, due to their smaller size, failure to save vs. poison results in the victim taking 4-16 points of damage rather than death.
Huge centipedes make saving throws at -2.
Neutral Large Monster (insect) (5-ft)
FREQUENCY: Very rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 5
MOVE: 18"
HIT DICE: 3 (hp 14)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d3 plus poison)
SPECIAL ATTACKS: acidic poison - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 125 + 3 per hp)
Megalo-centipedes are colossal cousins of giant centipedes.
These creatures have a virulent toxin which requires saving throws to be made at the normal chances. When the save is successful, the poison burns the skin rather than being injected into the blood stream, and the victim merely takes 1-8 points of damage.
Megalo-centipedes gain normal saving throws themselves.
Neutral Large Monster (insect) (18-ft)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 3
MOVE: 15"
HIT DICE: 9 (hp 40)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: bite (2d4 plus poison) and tail (3d4 plus poison) or armor spike (1d6)
SPECIAL ATTACKS: poison - Hits As: +3
SPECIAL DEFENSES: armor spikes
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VII (XP 2,180 or 1,700 + 12 per hp)
It is probable that stegocentipedes developed on some far removed parallel world or were the creation of some insane genetic manipulator. In either case, it is fortunate that these monsters are infrequently encountered. Although stegocentipedes are adaptable to both temperate and tropical conditions, they find nearly any habitat suitable. They tend to be sterile.
The chitinous plates running along the stegocentipede's spine give it armor class 3 in most (75%) combat situations. Its greater weight and legless tail portion make it move somewhat slower than others of its kind.
The monster hunts continually, rushing prey and seizing it in its huge mandibles. Poison is injected with each bite, and saving throws are applicable.
The rear portion of the stegocentipede ends in a thinner, scorpion-like tail. This appendage is heavily armored at its terminus, effectively forming a ball-like club which can lash 6 feet in any direction to strike opponents. Worse still, this weapon also contains poison. Victims struck by the tail must save vs. poison or be slain. If they are not slain, they take 3-12 points of damage.
The stegocentipede raises its spine plates defensively and moves rapidly. The spiked plates at the front are such that any opponents attacking the creature's head are themselves subject to what is effectively a horn attack. If the attack is successful, (normal to-hit roll needed), it inflicts 1-6 hit points damage. Note that up to 3 attackers can be subject to this defense attack due to the stegocentipede's rapid defensive motions.
Stegocentipedes are about 2 feet high with back spines adding another 1 to 2 feet when erect. The chitinous plates are in double rows which flatten along the creature's back when it is not engaged in combat.
Color is from light brown to gray-brown; green specimens have been reported.
Each segment of a stegocentipede's body has a pair of legs except for the tail segment, which is elongated and specialized.
Neutral Man-sized Monster (insect) (5-ft, 8-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-6
SURPRISE: 33% (initiative bonus)
SENSES: insect senses
ARMOR CLASS: 3
MOVE: 1" — fly 36" (Class B)
HIT DICE: 7 (hp 32)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 13
MELEE: bite (3d4)
SPECIAL ATTACKS: initiative bonus - Hits As: +2
SPECIAL DEFENSES: darting
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +35%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VI (XP 525 + 8 per hp)
Tropical Giant Dragonfly (HD 8 + 1-8)—AC 3, HD 8 + 1, hp 37, THAC0 12, Melee bite (4d4), Saves 8/9/10/9/11
Unlike their small cousins, giant dragonflies are dangerous predators known to hunt humans. Because of their fearless nature and voracious appetites, these huge insects hunt not only all other sorts of similar creatures but prey on any warm-blooded creature as well.
Giant dragonflies are found from subtropical to temperate regions. Even larger specimens exist in tropical areas, and statistics for such monsters are shown [...].
Because of their great speed, hovering, and darting ability, giant dragonflies gain +2 on initiative checks. If they have initiative they cannot be effectively combatted with hand-held weapons, and missile attacks are made at a penalty of -4.
Without initiative, giant dragonflies can be hit normally with hand-held weapons, but missile discharge is still at a -2 penalty.
Giant dragonflies are unremarkable save for their brilliant, glittering coloration and valuable skin. Properly preserved by magic, their skin brings up to 600 gp per square foot. It is used for apparel and decoration. Only about 6 square feet can be taken from a normal specimen.
Neutral (Good) Small Monster (insect) (1-ft, 1-lb)
FREQUENCY: Very rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 4
MOVE: 3" — fly 15" (Class B)
HIT DICE: 1 + 4 (hp 9)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d2)
SPECIAL ATTACKS: light ray - Hits As: normal
SPECIAL DEFENSES: immune to electricity and fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +9%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Common, firefly
LEVEL: II (XP 36 + 2 per hp)
The firefriend, or giant firefly, is a well-regarded but rarely encountered creature found in temperate climes. Although this giant insect has only Low intelligence by human standards, it is clever and shuns obvious enemies. Humans and demihumans of friendly disposition are sought as companions, however, for firefriends love to converse with them and to hear stories of a fanciful nature.
A firefriend has small but sharp mandibles with which to protect itself.
In addition, its glowing abdominal light, normally equal in luminosity to a torch, can be brightened and concentrated once every turn.
A beam of greenish light about 3 inches in diameter and up to 14 feet long can be shot forth. Flesh struck will suffer 5-20 points of damage, one-half damage if a saving throw vs. Wands is successful.
These creatures are not harmed by electricity or fire.
Firefriends speak their own language as well as the Common tongue in most cases.
They hatch in spring, grow to maturity by age 2, and live about 10 years or so. By age 1 or 2 they learn to converse with humans.
Neutral Man-sized Monster (insect) (4-ft)
FREQUENCY: Rare
NO. APPEARING: 1-10
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 6
MOVE: 9" — fly 30" (Class D)
HIT DICE: 3 (hp 14)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d8)
SPECIAL ATTACKS: disease, jump attack - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent, shuns fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: II (XP 35 + 3 per hp)
Neutral Man-sized Monster (insect) (8-ft)
FREQUENCY: Very rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 5
MOVE: 6" — fly 27" (Class D)
HIT DICE: 6 (hp 27)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 13
MELEE: bite (2d8)
SPECIAL ATTACKS: blood drain - Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent, shuns fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: IV (XP 150 + 6 per hp)
All giant flies shun fire. A hit with a torch will burn their wings off and they seem to know this instinctively.
Aggressively defensive prey will cause giant flies to jump away. A jump is a backward spring of 3" which takes place in 1 segment and allows the giant fly to be airborne at 1" height at the end of the movement. Thus, a giant fly can land on or near a victim, bite, and jump away if it has initiative. Of course, opponents able to attack the giant fly at a distance can always do so.
Bluebottle. This species of giant fly seldom attacks living prey, preferring carrion, offal, and the like. They are attracted to sweet things. They also attack creatures covered with blood or with open wounds. Their bite is 10% likely (per hit) to inflict the victim with some form of disease.
Horsefly. This largest of all giant flies is very aggressive. It is prone to alight on any creature and attack for its blood. After biting, the giant horsefly will cause an equal amount of damage next round by drawing off blood or fluids from the wound, unless it is driven off or slain.
Neutral Large Monster (insect) (12-ft, 7,000-lbs)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33% — Others ~Auto
SENSES: insect senses
ARMOR CLASS: 3
MOVE: 6" — fly 12" (Class D)
HIT DICE: 10 (hp 45)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 9
MELEE: forelimbs (2d6) or bite (3d4)
SPECIAL ATTACKS: grab - Hits As: +3
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VII (XP 1,350 + 14 per hp)
The towering giant mantis is found only in places where vegetation is of such size as to allow the creature to be camouflaged by its green coloration and form as it awaits passing prey.
It is 75% probable that a mantis will attack by surprise. If it recognizes another creature as dangerous, the mantis will stay still and thus avoid detection 75% of the time.
Although these creatures prefer to devour giant insects of various sorts, any creature will be attacked if recognized as living and edible.
Attack is with 2 vise-like forelimbs. This attack, if successful, inflicts 2-12 points of damage and holds fast prey with under 19 Strength. The next round the monster will bite with its sharp, tearing mandibles. Held prey gains no Dexterity or shield bonus. Damage inflicted is 3-12 points.
Neutral Small Monster (insect) (3-ft)
FREQUENCY: Rare
NO. APPEARING: 6-60
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 2
MOVE: 9"
HIT DICE: 1 + 2 (hp 7)
% IN LAIR: 20%
TREASURE TYPE: nil
THAC0: 18
MELEE: bite (1d2)
SPECIAL ATTACKS: nest defender - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
MORALE: +7%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 20 + 2 per hp)
Neutral Man-sized Monster (insect) (4½-ft)
FREQUENCY: Rare
NO. APPEARING: 3-18
SURPRISE: 33%
SENSES insect senses (compound)
ARMOR CLASS: 2
MOVE: 9"
HIT DICE: 2 + 2 (hp 11)
% IN LAIR: 20%
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d4)
SPECIAL ATTACKS: blinding spit, nest defender - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
MORALE: +12%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: II (XP 50 + 3 per hp)
King (7-ft)—AC 5, HD 6 + 6, hp 30+, THAC0 13, Melee bite (3d6), Saves 10/11/12/12/13, LEVEL V (XP 500 + 10 per hp)
Queen (12-ft)—AC 4, HD 8 + 8, hp 40+, THAC0 12, Melee bite (5d6), Saves 8/9/10/9/11, LEVEL VI (XP 900 + 13 per hp)
Giant termites are found in subtropical and tropical forests and jungles where large amounts of vegetation are available. The nest will consist of a stone-hard mound about 100 feet in diameter and 200-500 feet high.
There will be numerous circular openings near the top, each of 5-8 feet in diameter. These holes lead to vertical, diagonal and horizontal pas-sages, which in turn lead to various chambers underground.
Termites are nocturnal and shun light. A group of workers numbering more than 30 will always be accompanied by 3-16 soldier termites.
While the weak-mandibled worker is able to bit for only 1-2 points of damage, solider termites have strong jaws and are able to spit an irritating fluid (similar to kerosene). This liquid will blind any creature struck unless a saving throw vs. Poison is successful. Blindness lasts for 5-20 rounds. The fluid will burn if exposed to flame or heat, and the effect of 1 quantity spit on a target and ignited will inflict 5-16 points of burning damage. The fluid can be spit but once per turn. Range is 1", volume is about 1 pint.
In the lair there will always be 10 times the number of workers and soldiers first encountered, but these creatures will be spread throughout the nest. There will be the following additional giant harvester termites:
5-30
2-12
4-24
2-8
1
1
workers/ attendants in egg chamber
soldier/guards in egg chamber
worker/attendants in royal chamber
soldier/guards in royal chamber
king (SA blinding spit double range and can spit every other round)
queen
Obviously, the king and queen termites will be found only in the royal chamber somewhere near the bottom of the underground levels of the nest. The egg chamber will be nearby. There will be as many eggs in this chamber as there are workers and soldiers combined. When either the egg or royal chambers are entered by intruders, all regular termites (not special attendants and guards) will begin moving to the violated area.
Meanwhile, termites already there will fight fiercely to protect the place.
All such workers and guards get a +1 both to hit and to damage. This applies to workers and soldiers entering later as well.
Somewhere near the royal chamber there will be a shaft leading to a repository well. There, unusable metal and mineral items are dumped. It is possible that there will be incidental treasure there. Such treasure will be rare and of small value in most cases.
The worst enemies of giant termites are formians, for formians are bigger and more intelligent, hate termites, and enjoy eating their eggs. If giant termites detect such raiders, they will immediately rush to defend their nest.
Communications between giant termites are usually accomplished by touching of antennae. In crisis situations, a broadcast telepathic call is sent out.
Neutral Small Monster (insect) (3-ft, 50-lbs)
FREQUENCY: Rare
NO. APPEARING: 3-12
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 3
MOVE: 3"
HIT DICE: 2-4 (2 HD, hp 9)
% IN LAIR: 0%
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d4) plus attach
SPECIAL ATTACKS: blood drain (1d6), disease - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 105 + 2 per hp)
3 HD—AC 3, HD 3, hp 14, THAC0 16, Saves as above
4 HD—AC 3, HD 4, hp 18, THAC0 15, Saves as above
Giant ticks are found in forests and occasionally in caves or caverns as well. These insects seek to drop upon prey, insert their hollow mouthtube, and suck blood from the victim.
A hit by a giant tick scores 1-4 points of damage and indicates the monster has attached itself.
Each melee round thereafter it will drain 1-6 hit points of blood, until reaching satiation at a blood drain equal to its hit points, when it drops off. A giant tick must be killed, severely burned, or immersed in water to detach it prior to satiation.
Any creature bitten has a 50% chance of contracting a fatal disease from the tick. The disease will be fatal in 2-8 days unless a cure disease spell is cast upon the victim.
Neutral Man-sized Monster (insect) (4-ft, 120-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-20
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 4
MOVE: 6" — fly 21" (Class B)
HIT DICE: 4 (hp 18)
% IN LAIR: 25%
TREASURE TYPE: Q (x20)
THAC0: 15
MELEE: bite (2d4) and sting (1d4) plus poison
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent, wings vulnerable to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: IV (XP 320 + 4 per hp)
Giant wasps are feared because they continually hunt for prey—both to devour and to place in a paralyzed state with their eggs. Other giant insects are most often victims, but even humans are not immune.
A giant wasp attacks with both its powerful jaws and its poisonous sting. It can use the latter weapon repeatedly.
Any victim of a sting must save versus Poison or become paralyzed permanently, with death occurring in 2-5 days unless a neutralize poison spell or antidote is applied. (Victims are typically eaten by the wasp larvae in the 2-5 day period.)
Wasp wings are very vulnerable to fire, and they will immediately be burned off if within the radius of a fireball or even exposed to hot flame. This does not injure the wasp, but it makes the creature flightless.
Certain wasps build mud cases for their eggs, but those which build paper nests are the ones which are most feared, for their lair will contain 21-40 adult wasps.