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by Jamie Baty

For detailed info on Hivebrood society, please look at the MMC- it is well worth looking at if you want to use these creatures.

Hivebrood Lieutenant
DMR2 54, MMC 59
Medium Monstrous Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Bite +10 melee (1d10 +4 plus poison)
Full Attack: Bite +10 melee (1d10 +4plus poison) and 2 claw +4 melee (1d6 +2) or by weapon +9 melee (by weapon +4) and bite +5 melee (1d10 +2 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., immunity to blindness, lieutenant's hivemind powers, vulnerability to fire
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 18, Dex 14, Con 17, Int 10, Wis 8, Cha 10
Skills: Concentration +5, Intimidate +2, Listen +5, Spot +5, Survival +3
Feats: Alertness, Weapon Focus (Bite)
Environment: Any underground
Organisation: Solitary, Pair, Brood (2-5 + 2-5 broodlings and 1 lieutenant), Nest (5-20 + 5-20 broodlings, and 4 lieutenants), Host (40-60 + 40-60 broodlings, 12 lieutenants and 1 controller), or Colony (60+ plus 60+ broodlings, 1 lieutenant per 5 soldiers, 1 controller per 40 soldiers and 1 mother)
Challenge Rating: 4
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

Hivebrood lieutenants are bigger, stronger, and more intelligent than normal soldiers. From an appearance standpoint, they look very similar to soldiers though.

Lieutenants command clusters of hivebrood soldiers with military precision. These "officers" of the hive give orders through chemical scent emissions in a 30-foot radius. They coordinate well not only with soldiers and broodlings, but also with other lieutenants.
Hivebrood lieutenants are proficient with all simple and martial weapons.

Poison (Ex): Any creature hit by a hivebrood lieutenant's bite must make a Fortitude save vs DC 15 (Con based) or be paralysed for 2d8x10 rounds.

Immunity to Blindness (Ex): A hivebrood lieutenant does not suffer any ill-effects from being blinded. If the lieutenant is the target of a spell or ability that causes deafness while under a blindness effect, the lieutenant suffers a -2 penalty to all attack rolls, damage rolls, and skill checks.

Lieutenant's Hivemind Powers (Ex): A Hivebrood lieutenant can detect and receive chemical scents emitted by a Hivebrood controller. A lieutenant may store the memory of up to five scents, but may only transmit or use one per round. The memory of these five scents does not disappear until used or transmitted.
In addition to using scents to enhance itself, a hivebrood lieutenant may also transmit a scent to all broodlings and soldiers within 30 ft. of it for their use. This is a full round action, and the lieutenant forgets any scent transmitted.
After a scent power has been used or transmitted, it disappears from the memory of the lieutenant. The effect of a used scent is good for only one round. If the effect of a scent is a spell, the lieutenant loses 1 hp only if it is used (and not transmitted).
Typical scents include spells, spell-like abilities, base attack bonuses, skill ranks, saving throws, feats, weapon proficiencies, and any special attacks and qualities not dependant on a specific physiology (such as poison). Please see the additional Hivebrood entries for more information.

Vulnerability to Fire (Ex): Lieutenants take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.