via Wikimedia
5 meter high Cathedral Termite Mound - Litchfield National Park, Northern Territory, Australia |
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2018 Jonah Bomgaars.
This huge mound of hardened mud rises up on
two legs, termites pouring from hidden tunnels in its body
Termite Mound Guardian CR 8
XP 4,800
N Large construct
Init -1; Senses low-light vision, darkvision 60
ft.; Perception +1
DEFENSE
AC 21, touch 8, flat-footed 21 (+13
natural, -1 Dex, -1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +4
DR 5/magic and bludgeoning; Immune fire, cold, construct traits
Defensive Abilities biting defenders
Weaknesses vulnerable to claws
OFFENSE
Speed 20 ft.
Melee 2 slams +13 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks termite swarm
STATISTICS
Str 20, Dex 9, Con --, Int --, Wis 12, Cha 1
Base Atk +9; CMB +15; CMD 24
SPECIAL ABILITIES
Biting Defenders (Ex)
Any creature
coming into contact with the termite mound guardian, including attacking it
with a natural attack or unarmed strike, or attempting to grapple it, must make
a DC 17 Reflex save or be bitten by its massed termite defenders. Those bitten
take 1d6 points of damage plus 1d6 acid damage, and must make a DC 17 Fortitude
save or be affected by the termite swarm’s lingering sting ability (affected
creatures are sickened with pain, and can attempt a new save to end the effect
at the end of each round.
Termite Swarm (Ex)
As a
standard action, the termite mound guardian can release a termite swarm from
its body once every 24 hours. The swarm acts independently, attacking any who
threaten the mound. As long as one square occupied by the swarm remains
adjacent to the termite mound guardian, the swarm gains fast healing 5 as
reinforcements pour out of the guardian’s network of tunnels. If the termite
swarm is destroyed, the termite mound guardian cannot use this ability for one
week while the colony replenishes itself.
Vulnerable to Claws (Ex)
Despite its
damage reduction, the termite mound guardian takes full damage from natural
claw attacks.
ECOLOGY
Environment warm plains, hills, or
forest
Organization solitary, pair, or
megacolony (3-9)
Treasure none
Termite
mound guardians are constructs built from active termite mounds, the gigantic
mud towers built by colonies of termites in tropical regions. They blend into
the surrounding environment, appearing to be no more than a normal termite
mound until disturbed, when they rise out of the earth, reveling pillar-like
legs and lumpy, misshapen arms. These constructs are typically created by
druids or shamans to protect villages or natural sites under their care.
Construction
A termite
mound guardian must be constructed from an existing termite mound at least 10
feet tall. During the ritual, which takes a full lunar month, the mound is
flushed with incense and coated with protective oils and powders worth 1,000
gp.
Name
CL 9th; Price 31,000 gp
Requirements Craft Construct, awaken, stone shape, summon swarm, transmute
mud to rock, creator must be a druid or shaman of caster level 9th;
Skill Craft (pottery) or Knowledge
(engineering) DC 15; Cost 16,000 gp
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The town's Spring hunting grounds are suddenly full of hostile termite mound guardians. Town elders suspect it is the work of their rival town, but its ambassadors claim that something similar has happened to their own shepherds' Spring grazing grounds. Can the adventurers figure out who is behind this insectile intrusion before the two towns come into open conflict?
- While exploring the ruins of the ancient city, the adventurers are attacked by termite mound guardians which burst out of the crumbling mud walls.
- The village shaman requires a bodyguard while he finishes his month-long work on the villages termite-based defenses. The PCs soon find that, not only do they need to protect him from raiders and wild animals, but they must also work to keep the wily old man sober enough to finish it by the next full moon.
-your termitarium d20 despot
No comments:
Post a Comment