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Termite, Water: Saltwater

by Jamie Baty

EX, RC 209
Medium Vermin (Aquatic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (+2 Dex)
Speed: swim 40 ft. (8 squares)
Armour Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+2
Attack: Bite +5 melee (1d6 -1)
Full Attack: Bite +5 melee (1d6 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Double damage against objects, ink spray
Special Qualities: Darkvision 60ft.
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 8, Dex 14, Con 13, Int -, Wis 10, Cha 2
Skills: Swim +7
Feats: Weapon Finesse (B)
Environment: Any aquatic
Organisation: Solitary, Pair, or Brood (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

A tougher and larger version of the freshwater termite, the saltwater termite is only found on the open ocean, and more rarely in brackish coastal waters.

Combat
Saltwater termites will only bite if cornered. Usually it will use its Ink Spray to help it flee to safety.

Double Damage Against Objects (Ex): A saltwater termite succeeding in a bite attack against an object or structure deals double damage.

Ink Spray (Ex): Above water, a saltwater termite may make a ranged touch attack against a target within 15ft. A victim hit by the spray must succeed at a Fortitude save (DC 13, Con based) or be paralysed for 2d6 minutes. Underwater, the ink instead forms a spherical cloud roughly 10 ft. in diameter. Creatures inside the cloud are considered blinded unless they move outside of it. The ink cloud will dissipate after 1d4 minutes.

Skills: A saltwater termite has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.