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<blockquote data-quote="kronos182" data-source="post: 9304789" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">A few Arachnids from Starship Troopers</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Mamma Rippler</strong></span></span></p><p><span style="font-family: 'Calibri'">The Mamma Rippler, is a large Bug seen guarding nests of Rippler eggs and is their source. They appear as much larger versions of the Rippler, with bloated thoraxes. While they can fly, they are slow, and generally avoid combat, but are capable of launching multiple chitin spikes. Their primary roles are to lay eggs of Ripplers and keep ample supplies of them. They lay multiple eggs at a time, and can force eggs to hatch faster than normal to create an army to protect them in an emergency.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>CR</strong> 15;</span></p><p><span style="font-family: 'Calibri'">Garguantuan aberration [Arachnid];</span></p><p><span style="font-family: 'Calibri'"><strong>Hit Dice:</strong> 18d8+90; hp 234; Mas —; Init +6;</span></p><p><span style="font-family: 'Calibri'"><strong>Speed:</strong> 20 ft, Fly 40 ft (16 squares) (good)</span></p><p><span style="font-family: 'Calibri'"><strong>Defense</strong> 15, touch 11, flat-footed 12 (-4 size, +2 Dex, +6 natural);</span></p><p><span style="font-family: 'Calibri'"><strong>BAB:</strong> +13/+8/+3; Grap +23; Atk +13 melee claw (2d6+2, 19-20x2, slashing), or +13 range spike (4d6, 19-20x2, piercing, 150 ft)</span></p><p><span style="font-family: 'Calibri'">Full Attack: +13/+8/+3 melee claw (2d6+2, 19-20x2, slashing) and +8/+3 melee claw (2d6+1, 19-20x2, slashing), or +13/+8/+3 range spike (4d6, 19-20x2, piercing, 150 ft) and +8/+3 range spike (4d6, 19-20x2, piercing, 150 ft).</span></p><p><span style="font-family: 'Calibri'"><strong>FS:</strong> 20 ft. by 20 ft.; Reach 15 ft.;</span></p><p><span style="font-family: 'Calibri'"><strong>SA: </strong>Deadly Pass, Induce Frenzy</span></p><p><span style="font-family: 'Calibri'"><strong>SQ:</strong> darkvision 120 ft., DR 2; Armour Piercing, Lay Eggs, Force Hatching</span></p><p><span style="font-family: 'Calibri'"><strong>AL:</strong> Hive;</span></p><p><span style="font-family: 'Calibri'"><strong>SV:</strong> Fort +11, Ref +8 , Will +10; AP 0; Rep +5;</span></p><p><span style="font-family: 'Calibri'"><strong>Ability Scores:</strong> Str 14, Dex 14, Con 20, Int 8, Wis 8, Cha 2.</span></p><p><span style="font-family: 'Calibri'"><strong>Skills:</strong> Climb +8, Hide +16*, Jump +6, Listen +7, Move Silently +6, Search +7, Spot +7, Survival +9 50</span></p><p><span style="font-family: 'Calibri'"><strong>Feats:</strong> Weapon Finesse (Claws), Dodge, Improved Initiative, improved critical (claws)</span></p><p><span style="font-family: 'Calibri'"><strong>Advancement:</strong> 20+ HD (Colossal).</span></p><p><span style="font-family: 'Calibri'"><strong>Organization: </strong>1 plus 2d10 eggs and 1d4 Ripplers and 1-2 Warriors typically. Can call reinforcements of additional Ripplers 1d4 every 1d6+6 rounds and 1d4+5 Warriors every 1d4+2 minutes.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>Species Traits</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #333333"><strong>Bonus Feat:</strong></span> Rippler gain Weapon Finesse (Claw) as a bonus feat,</span></p><p><span style="font-family: 'Calibri'"><span style="color: #333333"><strong>Damage Reduction (Ex):</strong></span> Mamma Rippler bugs have tough exoskeletons that provide DR 2, and Natural armour bonus to Defense +6.</span></p><p><span style="font-family: 'Calibri'"><span style="color: #333333"><strong>Skill Bonuses:</strong></span> Ripplers gain a +2 species bonus on Climb and Survival checks, gains +4 to Grapple checks made with the pincer.</span></p><p><span style="font-family: 'Calibri'"><strong>Camouflage (Ex): </strong>Rippler bugs are bred so their exoskeleton colouring matches their environment, granting them +8 racial bonus to Hide checks.</span></p><p><span style="font-family: 'Calibri'"><strong>Armour Piercing (Ex): </strong>The claws and spike are designed to puncture and rend armour, with each ignoring 3 points of hardness/DR, and 1 point of Defense from armour/natural armour.</span></p><p><span style="font-family: 'Calibri'"><strong>Deadly Pass</strong> - Rippler Bugs can move their full aerial speed (a x4 move, 320 ft/64 squares) and gain a single attack action. To do this this they must fly in a straight line during the round in which they make their Deadly Pass. The target of this attacks suffers a claw attack, which take place when the bug sweeps past it on its flight path. This does not provoke an attack of opportunity. If the claw attack hits during a Deadly Pass, it inflicts triple damage, and on a critical deals six times damage, due to the speed and force of the blow.</span></p><p><span style="font-family: 'Calibri'"><strong>Lay Eggs (Ex):</strong> The Mamma Rippler lays 2d10 eggs every day, laying one egg as a full round action every 1d6 minutes, which take 1d4+3 days to hatch, which creates a half sized Rippler (half all stats and size), which takes 3 days to reach full size. However the Mamma Rippler can force the eggs into a hibernation state, causing them to remain dormant for up to 50 years when there is no need or resources are scarce.</span></p><p><span style="font-family: 'Calibri'"><strong>Force Hatching (Ex):</strong> The Mamma Rippler can, as a full round action, force 1d4 eggs within 50 ft of it to hatch immediately, releasing a Rippler hatchling (half stats and size) that can act the next round.</span></p><p><span style="font-family: 'Calibri'"><strong>Induce Frenzy (Ex):</strong> As a standard action, the Mamma Rippler can induce a frenzy in nearby Ripplers within 50 feet, for 8 rounds granting them +4 to all attack rolls and damage, increase all speeds by +10, but suffer -2 to Defense. The affected Ripplers do not die at 0 hit points, they only die at -20 hit points but not considered disabled and able to function normally, and upon their death, they explode dealing 3d6 piercing damage to a 10 foot radius.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Mamma Ripplers generally do not engage in combat, keeping several near them as guards to protect itself and any eggs. If engage in combat, it will induce a frenzy in any nearby Ripplers to quickly dispatch enemies, and if need by, can call reinforcements and force several eggs to hatch to provide immediate reinforcements, then it will escape with at least one or two other bugs with it as guards to a safe back up area as other reinforcements make their way to engage the intruders.</span></p><p><span style="font-family: 'Calibri'">While escaping it will collapse tunnels behind it to slow down anyone following it.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Worker</strong></span></span></p><p><span style="font-family: 'Calibri'">Worker bugs are physically indistinguishable from warrior bugs, except with a slightly different arrangement in their thorax carapace and mandible arrangement, though this is easily missed in the heat of combat. Worker bugs are generally non-combatant but are sometimes thrown into battle by queen, brain bugs or other leader types, where they act as much the same as warrior bugs, though notably less effective. Workers are used to construct huge tunnel networks common to Arachnid colonies though they will also adopt more menial duties if the colony is not yet sufficiently developed to have bred minion bugs and other servile sub-species.</span></p><p><span style="font-family: 'Calibri'">The mandibles are not designed for combat, and lack the armour piercing capabilities and damage of the warriors, with thinner carapaces. But they are skilled diggers and have innate knowledge for building crude fortifications and traps, and other structures the colony may required.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>CR</strong> 2;</span></p><p><span style="font-family: 'Calibri'">Large aberration [Arachnid];</span></p><p><span style="font-family: 'Calibri'"><strong>Hit Dice:</strong> 4d8+12; hp 28; Mas —; Init +2;</span></p><p><span style="font-family: 'Calibri'"><strong>Speed:</strong> 50 ft, Climb 30 ft, burrow 20 ft;</span></p><p><span style="font-family: 'Calibri'"><strong>Defense</strong> 15, touch 11, flat-footed 12 (-1 size, +2 Dex, +2 natural);</span></p><p><span style="font-family: 'Calibri'"><strong>BAB:</strong> +4; Grap +8; Atk +7 melee (2d4+4 bite); Full Atk +7 melee bite 2d4+4 and +2 melee 2 mandibles 1d6+2;</span></p><p><span style="font-family: 'Calibri'"><strong>FS:</strong> 5 ft. by 5 ft.; Reach 5 ft.;</span></p><p><span style="font-family: 'Calibri'"><strong>SQ:</strong> darkvision 60 ft., DR 3, tunneller, alarm;</span></p><p><span style="font-family: 'Calibri'"><strong>AL:</strong> Hive;</span></p><p><span style="font-family: 'Calibri'"><strong>SV:</strong> Fort +4, Ref +3 , Will +3; AP 0; Rep +0;</span></p><p><span style="font-family: 'Calibri'"><strong>Ability Scores:</strong> Str 18, Dex 15, Con 16, Int 3, Wis 8, Cha 2.</span></p><p><span style="font-family: 'Calibri'"><strong>Skills:</strong> Climb +6, Craft (structural) +4, Hide +2*, Jump +6, Listen +2, Spot +2, Swim +5, Survival +3</span></p><p><span style="font-family: 'Calibri'"><strong>Feats: </strong></span></p><p><span style="font-family: 'Calibri'"><strong>Advancement:</strong> 4–6 HD (Large).</span></p><p><span style="font-family: 'Calibri'"><strong>Organization:</strong> Found in groups of 1, pairs or swarms as large as thousands.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Worker bugs avoid combat unless commanded to enter combat by a queen, brain bug, or other command type bugs. If they encounter creatures near them that are not being escorted by warriors or other combat bugs, releasing a scream and pheromone alert to notify nearby warriors.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: #333333"><span style="font-family: 'Calibri'"><strong>Species Traits</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #333333"><strong>Damage Reduction (Ex):</strong></span> Worker bugs have tough exoskeletons that provide DR 3, and Natural armour bonus to Defense +2.</span></p><p><span style="font-family: 'Calibri'"><span style="color: #333333"><strong>Skill Bonuses:</strong></span> Worker gain a +2 species bonus on Climb and Survival checks.</span></p><p><span style="font-family: 'Calibri'"><strong>Tunneller (Ex):</strong> The Worker bugs are naturally skilled at making tunnels, able to make a tunnel 20 ft in diameter, 10 feet deep as a full round action, reinforced so it doesn't collapse without suffering damage. Larger tunnels will require additional bugs. Simple pit traps, barricades or structures of about 20 feet diameter take 1d6 rounds.</span></p><p><span style="font-family: 'Calibri'"><strong>Alarm (Ex):</strong> The Worker bug can emit a specific scream and pheromones to alert other bugs of intruders in the colony. Upon spotting intruders, the worker screams as a standard action, summoning 1d4x5 combat capable bugs within 2 rounds within the colony tunnels. Outside the colony tunnels, can summon 1d6 combat buts within 1d4 rounds, with additional reinforcements arriving over time if required.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9304789, member: 6668634"] [FONT=Calibri]A few Arachnids from Starship Troopers [SIZE=7][B]Mamma Rippler[/B][/SIZE] The Mamma Rippler, is a large Bug seen guarding nests of Rippler eggs and is their source. They appear as much larger versions of the Rippler, with bloated thoraxes. While they can fly, they are slow, and generally avoid combat, but are capable of launching multiple chitin spikes. Their primary roles are to lay eggs of Ripplers and keep ample supplies of them. They lay multiple eggs at a time, and can force eggs to hatch faster than normal to create an army to protect them in an emergency. [B]CR[/B] 15; Garguantuan aberration [Arachnid]; [B]Hit Dice:[/B] 18d8+90; hp 234; Mas —; Init +6; [B]Speed:[/B] 20 ft, Fly 40 ft (16 squares) (good) [B]Defense[/B] 15, touch 11, flat-footed 12 (-4 size, +2 Dex, +6 natural); [B]BAB:[/B] +13/+8/+3; Grap +23; Atk +13 melee claw (2d6+2, 19-20x2, slashing), or +13 range spike (4d6, 19-20x2, piercing, 150 ft) Full Attack: +13/+8/+3 melee claw (2d6+2, 19-20x2, slashing) and +8/+3 melee claw (2d6+1, 19-20x2, slashing), or +13/+8/+3 range spike (4d6, 19-20x2, piercing, 150 ft) and +8/+3 range spike (4d6, 19-20x2, piercing, 150 ft). [B]FS:[/B] 20 ft. by 20 ft.; Reach 15 ft.; [B]SA: [/B]Deadly Pass, Induce Frenzy [B]SQ:[/B] darkvision 120 ft., DR 2; Armour Piercing, Lay Eggs, Force Hatching [B]AL:[/B] Hive; [B]SV:[/B] Fort +11, Ref +8 , Will +10; AP 0; Rep +5; [B]Ability Scores:[/B] Str 14, Dex 14, Con 20, Int 8, Wis 8, Cha 2. [B]Skills:[/B] Climb +8, Hide +16*, Jump +6, Listen +7, Move Silently +6, Search +7, Spot +7, Survival +9 50 [B]Feats:[/B] Weapon Finesse (Claws), Dodge, Improved Initiative, improved critical (claws) [B]Advancement:[/B] 20+ HD (Colossal). [B]Organization: [/B]1 plus 2d10 eggs and 1d4 Ripplers and 1-2 Warriors typically. Can call reinforcements of additional Ripplers 1d4 every 1d6+6 rounds and 1d4+5 Warriors every 1d4+2 minutes. [/FONT] [COLOR=#333333][FONT=Calibri][B]Species Traits[/B][/FONT][/COLOR] [FONT=Calibri][COLOR=#333333][B]Bonus Feat:[/B][/COLOR] Rippler gain Weapon Finesse (Claw) as a bonus feat, [COLOR=#333333][B]Damage Reduction (Ex):[/B][/COLOR] Mamma Rippler bugs have tough exoskeletons that provide DR 2, and Natural armour bonus to Defense +6. [COLOR=#333333][B]Skill Bonuses:[/B][/COLOR] Ripplers gain a +2 species bonus on Climb and Survival checks, gains +4 to Grapple checks made with the pincer. [B]Camouflage (Ex): [/B]Rippler bugs are bred so their exoskeleton colouring matches their environment, granting them +8 racial bonus to Hide checks. [B]Armour Piercing (Ex): [/B]The claws and spike are designed to puncture and rend armour, with each ignoring 3 points of hardness/DR, and 1 point of Defense from armour/natural armour. [B]Deadly Pass[/B] - Rippler Bugs can move their full aerial speed (a x4 move, 320 ft/64 squares) and gain a single attack action. To do this this they must fly in a straight line during the round in which they make their Deadly Pass. The target of this attacks suffers a claw attack, which take place when the bug sweeps past it on its flight path. This does not provoke an attack of opportunity. If the claw attack hits during a Deadly Pass, it inflicts triple damage, and on a critical deals six times damage, due to the speed and force of the blow. [B]Lay Eggs (Ex):[/B] The Mamma Rippler lays 2d10 eggs every day, laying one egg as a full round action every 1d6 minutes, which take 1d4+3 days to hatch, which creates a half sized Rippler (half all stats and size), which takes 3 days to reach full size. However the Mamma Rippler can force the eggs into a hibernation state, causing them to remain dormant for up to 50 years when there is no need or resources are scarce. [B]Force Hatching (Ex):[/B] The Mamma Rippler can, as a full round action, force 1d4 eggs within 50 ft of it to hatch immediately, releasing a Rippler hatchling (half stats and size) that can act the next round. [B]Induce Frenzy (Ex):[/B] As a standard action, the Mamma Rippler can induce a frenzy in nearby Ripplers within 50 feet, for 8 rounds granting them +4 to all attack rolls and damage, increase all speeds by +10, but suffer -2 to Defense. The affected Ripplers do not die at 0 hit points, they only die at -20 hit points but not considered disabled and able to function normally, and upon their death, they explode dealing 3d6 piercing damage to a 10 foot radius. [B]Combat[/B] Mamma Ripplers generally do not engage in combat, keeping several near them as guards to protect itself and any eggs. If engage in combat, it will induce a frenzy in any nearby Ripplers to quickly dispatch enemies, and if need by, can call reinforcements and force several eggs to hatch to provide immediate reinforcements, then it will escape with at least one or two other bugs with it as guards to a safe back up area as other reinforcements make their way to engage the intruders. While escaping it will collapse tunnels behind it to slow down anyone following it. [SIZE=7][B]Worker[/B][/SIZE] Worker bugs are physically indistinguishable from warrior bugs, except with a slightly different arrangement in their thorax carapace and mandible arrangement, though this is easily missed in the heat of combat. Worker bugs are generally non-combatant but are sometimes thrown into battle by queen, brain bugs or other leader types, where they act as much the same as warrior bugs, though notably less effective. Workers are used to construct huge tunnel networks common to Arachnid colonies though they will also adopt more menial duties if the colony is not yet sufficiently developed to have bred minion bugs and other servile sub-species. The mandibles are not designed for combat, and lack the armour piercing capabilities and damage of the warriors, with thinner carapaces. But they are skilled diggers and have innate knowledge for building crude fortifications and traps, and other structures the colony may required. [B]CR[/B] 2; Large aberration [Arachnid]; [B]Hit Dice:[/B] 4d8+12; hp 28; Mas —; Init +2; [B]Speed:[/B] 50 ft, Climb 30 ft, burrow 20 ft; [B]Defense[/B] 15, touch 11, flat-footed 12 (-1 size, +2 Dex, +2 natural); [B]BAB:[/B] +4; Grap +8; Atk +7 melee (2d4+4 bite); Full Atk +7 melee bite 2d4+4 and +2 melee 2 mandibles 1d6+2; [B]FS:[/B] 5 ft. by 5 ft.; Reach 5 ft.; [B]SQ:[/B] darkvision 60 ft., DR 3, tunneller, alarm; [B]AL:[/B] Hive; [B]SV:[/B] Fort +4, Ref +3 , Will +3; AP 0; Rep +0; [B]Ability Scores:[/B] Str 18, Dex 15, Con 16, Int 3, Wis 8, Cha 2. [B]Skills:[/B] Climb +6, Craft (structural) +4, Hide +2*, Jump +6, Listen +2, Spot +2, Swim +5, Survival +3 [B]Feats: Advancement:[/B] 4–6 HD (Large). [B]Organization:[/B] Found in groups of 1, pairs or swarms as large as thousands. [B]Combat[/B] Worker bugs avoid combat unless commanded to enter combat by a queen, brain bug, or other command type bugs. If they encounter creatures near them that are not being escorted by warriors or other combat bugs, releasing a scream and pheromone alert to notify nearby warriors. [/FONT] [COLOR=#333333][FONT=Calibri][B]Species Traits[/B][/FONT][/COLOR] [FONT=Calibri][COLOR=#333333][B]Damage Reduction (Ex):[/B][/COLOR] Worker bugs have tough exoskeletons that provide DR 3, and Natural armour bonus to Defense +2. [COLOR=#333333][B]Skill Bonuses:[/B][/COLOR] Worker gain a +2 species bonus on Climb and Survival checks. [B]Tunneller (Ex):[/B] The Worker bugs are naturally skilled at making tunnels, able to make a tunnel 20 ft in diameter, 10 feet deep as a full round action, reinforced so it doesn't collapse without suffering damage. Larger tunnels will require additional bugs. Simple pit traps, barricades or structures of about 20 feet diameter take 1d6 rounds. [B]Alarm (Ex):[/B] The Worker bug can emit a specific scream and pheromones to alert other bugs of intruders in the colony. Upon spotting intruders, the worker screams as a standard action, summoning 1d4x5 combat capable bugs within 2 rounds within the colony tunnels. Outside the colony tunnels, can summon 1d6 combat buts within 1d4 rounds, with additional reinforcements arriving over time if required.[/FONT] [/QUOTE]
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