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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.

DMR2 54, MMC 60
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Bite +7 melee (1d8 +3 plus poison)
Full Attack: Bite +7 melee (1d8 +3 plus poison) and 2 claw +1 melee (1d4 +1) or by weapon +6 melee (by weapon +3) and 1 bite +1 melee (1d8+1 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., hivemind powers, immunity to blindness, vulnerability to fire
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 16, Dex 12, Con 15, Int 7, Wis 8, Cha 10
Skills: Listen +4, Spot +4
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: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

Though humanoid in appearance, soldiers have antennae, compound eyes, and tough, chitinous exoskeletons. They develop from the broodlings' transformation.

Soldiers are the hivebrood's real workers. They attack in the same manner as broodlings, but their sticky, saliva-filled bite is poisonous. They are fanatical, and will sacrifice themselves for the good of the colony.
Soldiers do not kill foes they paralyse. Instead they bring them to the colony and use the victim as a host for a parasitic larva to perpetuate the colony.
Soldiers are naturally proficient in the use of simple and martial weapons.

Poison (Ex): Any creature hit by a hivebrood soldier's bite must make a Fortitude save vs DC 13 (Con based) or be paralysed for 2d8x10 rounds.

Hivemind Powers (Ex): A Hivebrood soldier can detect and receive chemical scents emitted by a Hivebrood lieutenant or controller. A soldier 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 soldier 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 soldier. The effect of a used scent is good for only one round. If the effect of a scent is a spell, the soldier 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 soldier does not suffer any ill-effects from being blinded. If the soldier is the target of a spell or ability that causes deafness while under a blindness effect, the soldier suffers a -2 penalty to all attack rolls, damage rolls, and skill checks.

Vulnerability to Fire (Ex): Soldiers 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.