Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links


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.

DMR2 54, MMC 59
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6 +1)
Full Attack: Bite +3 melee (1d6 +1) and 2 claw -2 melee (1d4) or by weapon +3 melee (by weapon +1) and bite -2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., fire vulnerability, hivemind powers, immunity to blindness
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 12, Dex 10, Con 13, Int 4, Wis 8, Cha 10
Skills: Listen +3, Spot +4
Feats: Alertness
Environment: Any underground
Organisation: Solitary, Pair, Brood (2-5 + 2-5 soldiers and 1 lieutenant), Nest (5-20 + 5-20 soldiers, and 4 lieutenants), Host (40-60 + 40-60 soldiers, 12 lieutenants and 1 controller), or Colony (60+ plus 60+ soldiers, 1 lieutenant per 5 broodlings, 1 controller per 40 broodlings and 1 mother)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral evil
Advancement: ---
Level Adjustment: ---

Hivebrood broodlings are the altered humanoid hosts of the parasitic larva of the hivebrood. They look vaguely like their original species, but have now taken on a chitinous skin and insectile features. They will remain in this form for 1d4+1 days before becoming dormant for another 1d4+4 days, after which they are transformed into another hivebrood form (usually a soldier).

Broodlings do not make the best warriors, since their bodies are still undergoing metamorphosis, but they can attack with their developing bite and claws or with a bite and one weapon (often a spear). They are proficient in simple weapons, and any weapon proficiency send through its hivemind ability.
They are fearless warriors however, and will fight fanatically to defend the hivebrood colony.

Vulnerability to Fire (Ex): Broodlings 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.

Hivemind Powers (Ex): A Hivebrood broodling can detect and receive chemical scents emitted by a Hivebrood lieutenant or controller. A broodling may store the memory of an unlimited number of scents, but may only use one per round and the scent only remains in its memory for 3 rounds before it disappears. Additionally, a broodling may only have one scent in memory from each controller and lieutenant present. Should it receive a second scent from a controller or lieutenant before using the first, the second replaces the first.
After a scent power has been used, it disappears from the memory of the broodling. The effect of a used scent is good for only one round. If the effect of a scent is a spell, the broodling loses 1 hp.
Typical scents include spells, spell-like abilities, skill ranks, saving throws, feats, weapon proficiencies, and any special attacks not dependant on a specific physiology (such as poison). Please see the additional Hivebrood entries for more information.

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