Spelljammer Converting Spelljammer creatures


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Cleon

Legend
That'd work for me.

Updating Isopterite Worker Working Draft.

That looks about done to me.

Better belay that, I just remembered something.

The module mentions there are Isopterite "kings" who perform reproductive duties, but it doesn't offer any stats for them. I'm thinking the best solution is adding a subentry to the Worker and Queen entries like so:

Isopterite Kings [Worker Version]
This entry can also be used for isopterite kings. These are male isopterites whose "profession" is reproducing with isopterite queens.

Isopterite Kings [Queen Version]
Reproductive male isopterites are called "kings" and have the same statistics as worker isopterites.

If you're OK with that, shall we move on to the Isopterite Queen?
 


Cleon

Legend
Yes, that works. Let's move on to the Queen.

Agreed!

I won't bother reposting the Queen's Original Stats.

The pertinent stats are AC 8, Move 3, HD 8, One attack for 1-12, Huge (20′), Intelligence Low; Alignment Neutral.

In addition, the Hive "dungeon" in the published adventure has a queen that's much bigger (150′), immobile and unable to attack when compared to the Isopterite MC entry.

If you remember, we'd decided to introduce "secondary queens" based on the society of some real-life termites. Then the "Primary Queen" can be the whale-sized monstrosity and the secondaries can be the Huge sized ones in the MC entry.

Let's sort out the Huge version first, since it's the one we have the most info on.

Huge size.
8 hit dice.
10 ft. speed.
One claw attack for 1d12 damage.
+4 Strength, -4 Dex compared to a Warrior or Worker with the rest of the abilities the same?
Advancement 9-15 HD (Gargantuan), 16+HD (Colossal - see Primary Queen) ?

That works out to AC 12 if we keep the natural armour bonus at +5, which matches the original's AD&D Armour Class.
 



Cleon

Legend
Isopterite Queen Working Draft

Isopterite Queen
Huge Monstrous Humanoid
Hit Dice: 8d8+32 (68 hp)
Initiative: –1
Speed: 10 ft. (2 squares)
Armor Class: 12 (–2 size, –1 Dex, +5 natural), touch 7, flat-footed 12
Base Attack/Grapple: +8/+22
Attack: Claw +12 melee (1d12+9)
Full Attack: Claw +12 melee (1d12+9)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., hive mind
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 23, Dex 8, Con 18, Int 4, Wis 11, Cha 11
Skills: Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +1
Feats: Great Fortitude, Open-Minded, Snatch
Environment: Underground
Organization: Hive (1-4 plus 100-1000 workers, 50-200 warriors and 2-7 kings)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-15 HD (Gargantuan), 16+HD (Colossal - see Primary Queen)
Level Adjustment:

An enormous insectoid with a vaguely humanoid torso with four arms than end in serrated blades. It stands on two columnar legs, which appear to barely support a massive segmented abdomen that half-drags along the ground behind it. The insectoid's bulbous head has two black segmented eyes above a long tapering nose flanked by two pairs of antennae; the outermost pair is so thickly bulbous it resemble two strings of beads. A third pair of antennae crowns its head.

Isopterites are a race of "termite men" that live in vast hives they build underground or in the trunks of giant trees (see Isopterite Hives for details). There are many castes of isopterite, one of which is the isopterite queen described here, whose primary function is laying the eggs that hatch into new isopterites.

In addition, an isopterite queen can fill the additional key role of hive queen. A hive queen is the communications hub of an isopterite hive mind. The hive queen does not command her subjects, but acts as a central telepathic relay for the isopterites' hive mentality. Should this queen be slain, the surviving isopterites wander purposelessly until a new hive queen establishes herself. Until this happens, the isopterites will only act out of self-preservation, fleeing or fighting if their life is threatened.

Most isopterite queens are chosen for their role at birth and then fed a special diet that causes them to quickly develop into a "virgin queen". These virgin queens will either mate and immediately start laying eggs in their hive, or leave with an escort of other isopterites and attempt to found a new hive. Moreover, every female isopterite has, in theory at least, the potential to become a queen. This potential is usually suppressed by chemical and telepathic signals from the hive queen.

If a hive has no queen due to one misfortune or another, some of the largest of its female isopterites begin to develop the capacity to reproduce. The first female to complete this process becomes the new hive queen. The transformation into a queen may take weeks or months, but if the hive has enough stores and defenses to last that long the colony has good odds to survive.

Large isopterite hives may contain multiple queens. In such hives, one queen is a primary queen (see below), and the remainder are "secondary queens" of lesser size. The primary queen is always the hive queen. Should she be killed, the secondary queens battle each other until one emerges as the new hive queen. Those who lose are either killed during the succession struggle or driven into exile outside the 50-mile range of the hive mind. Exiled queens occasionally prosper and found new hives of their own, but most perish. They usually lack the large escort of other isopterites that assist the colony-founding expeditions of virgin queens.

Isopterite queens are always accompanied by a retinue of isopterite worker attendants, isopterite warrior guards, and at least one isopterite king to fertilize her eggs.

A queen isopterite stands about 20 feet tall and weighs at least 16,000 pounds. As a queen grows in size, her abdomen elongates into a mammoth sausage-like mass of flesh, and she could develop into a Colossal sized primary queen weighing up to 200 tons, or maybe even more (see below).

Combat
Isopterite queens fight only in self-defense. They strike powerful blows with their clawed forelimbs, but are too uncoordinated to attack with more than one of them.

Hive Mind (Ex): All isopterites within 50 miles of their hive queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No isopterite in a group is considered flanked unless all of them are.

PRIMARY QUEENS
If an isopterite hive contains multiple queens, one of the isopterite queens is a primary queen. The primary queen always has more Hit Dice than any of the hive's secondary queens, and is usually a larger size category too, being Gargantuan or Colossal in size.

An isopterite queen of Colossal size is so swollen and cumbersome has a speed of 0 ft. A Colossal queen loses the claw attack of her smaller sisters and gains a bite attack in its place that does the same damage. She also gains a special attack called Flop, described below. A stat block for a typical Colossal Isopterite Queen is appended to the end of this subentry.

Flop (Ex): This special attack allows an isopterite queen of Colossal size to crush opponents as a full-round action, using part of her whale-size body to squash them. A flop attack affects as many creatures as can fit within a 30 ft. by 30 ft. square area adjacent to the queen's Space.

Flop attacks are only damaging against opponents of Large size or smaller. Affected creatures up to Large size must succeed on a Reflex save (DC is 10 + ½ queen’s HD + queen’s Con modifier) or be pinned, automatically taking 2d12 bludgeoning damage plus 1½ times the queen's Strength modifier (round down) during the next round unless the queen moves off them. If the queen chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the flop each round if they don’t escape.

Affected creatures that are Huge or larger are treated as being struck by a Bull Rush attack with a –10 penalty to the queen's Strength check (+20 check modifier for a typical Colossal queen). If the queen beats the defender’s Strength check result, she pushes him back 5 feet plus an additional 5 feet for each 5 points by which her check result is greater than the defender’s, up to a maximum distance of 30 feet. Unlike a normal Bull Rush, an isopterite queen flop attack does not need to move with the defender to push him back more that 5 feet.

An isopterite queen can choose to "Bull Rush" creatures smaller than Huge size with her flop attack instead of squashing them beneath her body. She does this by choosing a size limit for the squashing effect that may be any size from Small to Huge. For example, she can elect to damage opponents of Small size or smaller while pushing away opponents of Medium size or larger.

Isopterite Primary Queen (Colossal Monstrous Humanoid; Hit Dice: 16d8+128 (136 hp); Init: –1; Speed: 0 ft.; AC: 15 (–8 size, –1 Dex, +14 natural), touch 1, flat-footed 15; Base Attack/Grapple: +16/+46; Attack: Bite +22 melee (4d6+21); Full Attack: Bite +22 melee (4d6+21); Space/Reach: 30 ft./ 20 ft.; Special Attacks: Flop [DC 26, then either crush for 2d12+21 damage or Bull Rush with +20 check modifier]; Special Qualities: Darkvision 60 ft., hive mind; Saves: Fort +15, Ref +9, Will +13; Abilities: Str 39, Dex 8, Con 26, Int 4, Wis 13, Cha 11; Skills: Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +6; Feats: Great Fortitude, Iron Will, Open-Minded (×3), Snatch; CR: 5)

ISOPTERITE KINGS
Reproductive male isopterites are called "kings" and have the same statistics as worker isopterites.


ISOPTERITE HIVES
An isopterite hive is a complex of tunnels, chambers and galleries with walls lined with resin. Isopterite resin is a special material isopterite workers can regurgitate, see Construction for more details. The entire hive reeks with an ammonia-like smell emitted by the resin it is built with.

The hive is normally excavated deep in the earth, but portions of it may be hollowed out from the interior of giant trees or built on the surface in the form of rock-hard towers of mixed mud and resin that may soar hundreds of feet high.

Information of general conditions within the hive and what chambers and structures it may contain is provided below.

General Conditions of an Isopterite Hive
All isopterite hives share the following properties.

Construction: The walls, floors and ceilings of the hive are reinforced with a lining of isopterite resin, a material formed from a mixture of chewed-up wood and isopterite stomach fluids. Its strength is comparable to rock or reinforced masonry (Hardness 8, 180 hp for 1 foot typical thickness, Break DC 35).

Isopterite resin gives off a poisonous vapor described in hive miasma, below.

Isopterite resin requires regular maintenance with special stomach secretions produced by isopterite workers, otherwise it begins to slowly grow weak and brittle and stops producing the hive miasma. This means that the walls of a dead or abandoned hive are likely to collapse under their own weight sooner or later.

Darkness: The interior of an isopterite hive is normally pitch black. These insect folk are able to navigate and act in darkness, so they keep no lights in their hive.

Hive Miasma: The gasses given off by isopterite resin have two significant properties. Firstly, they are toxic (see Miasma Toxin below). Secondly, they cause fires to burn more brightly and quickly (see Blaze Acceleration below).

Miasma Toxin: In the open air outside the hive the vapors from its resin are malodorous but harmless. The denser vapors inside the hive are a toxin that will slowly kill almost any living creature that breathes air. Isopterites are immune to Miasma Toxin, as are a few other creatures such as aspis, formians and ants or termites (both giant and normal). The speed at which this toxin progresses varies depending on its concentration. Normally, a creature exposed to hive miasma must make a DC 15 Fortitude save when they first breathe the toxic vapors plus an additional DC 15 Fortitude save every 30 minutes they continue to breathe the toxin. Chambers with more concentrated hive miasma require more frequent Fortitude saves – the most intense Miasma Toxin is in Resin Storage Chambers (see below), which require a Fortitude save every minute. The series of Fortitude saves only ends when the creature is able to breathe fresh air again.

The first time a creature fails a save against Miasma Toxin it feels a painful irritation in its eyes, mouth and other sensitive parts – treat this distraction as the Dazzled condition. The second time a creature fails a save it starts coughing and choking, taking a –2 penalty to skill checks and ability checks. The third failure results in the creature being Sickened (q.v.) by chest pains and retching. A fourth failure results in unconsciousness. A creature rendered unconscious by hive miasma must continue making Fortitude saves and takes 1d4 Constitution damage every time they fail.

The Constitution damage is the only lasting effect of Miasma Toxin. All the other unpleasant symptoms completely disappear if the affected creature breathes fresh air for 4d6+16 minutes. This also "resets" how many times the creature failed its save against Miasma Toxin to zero. A delay poison spell will prevent Miasma Toxin affecting its target for the duration of the spell, and a neutralize poison spell will "reset" their exposure to zero failed saving throws.

Blaze Acceleration: The vapors inside an isopterite hive cause combustible materials to burn with twice their normal brightness (i.e. a torch will illuminate a 40-foot radius instead of a 20-foot radius). However, combustibles also burn twice as quickly, so the torch would burns for 30 minutes instead of 1 hour like it normally would. This effect does not cause the materials to burn any hotter, so it does not increase any fire damage the combusting materials might inflict. Blaze Acceleration only affects mundane combustible materials that require oxygen to burn. It has no effect on magical fire.

Navigation Strings: Strings of a brown, slightly sticky material hang from the ceiling of every passage in an isopterite hive. They hang in such thick curtains the line-of-sight visibility in isopterite passageways is restricted to 20 feet. The string material is a form of exuded resin whose porous structure absorbs and retains isopterite scent markings, serving a similar purpose to maps, sign posts and message boards in a humanoid city. Each string contains a scent-coded map of all the passages and chambers near it, with directions to each. Isopterites use navigation strings to tell where they are in the hive and post notices containing basic information – along the lines of "food storage #7 running low, work team scent-of-crocuses assigned to restock".

Isopterite chambers have sheets of navigation string affixed to their walls. The colour and texture of these sheets is indistinguishable from the construction resin of the walls, but a creature with the Scent ability might notice the difference. These sheets are usually evenly spaced around the circumference of the chamber, with additional sheets flanking each entrance.

Isopterite scent-markings are unintelligible to most other creatures.

Structures of an Isopterite Hive
Isopterite hives always contain royal apartments, hatcheries, rest chambers, storage chambers for food or resin, and waste dumps. Some isopterite hives contain additional features, such as ventilation towers, fungal gardens, wells or water tanks.

Hive Entrances: An isopterite hive may have a single entrance or many, depending on its size and facilities. These entrances are circular openings roughly 5 feet in diameter – just wide enough for a single isopterite to easily pass through, but too narrow for many enemies to enter at the same time. The opening widens into a corridor just inside the hive entrance. Hives with experience of hostile intruders will have isopterite warriors posted to guard the entrance who may have reinforcements waiting in a nearby rest chamber. If the isopterites should want to bring an object into the hive that's too big for the standard 5-foot entrance, they simply dig the hive entrance out as wide as is necessary, bring their cargo inside, and then rebuild the narrow entrance.

Tunnels and Corridors: Simple resin-walled passageways with curtains of navigation string hanging from the ceiling. They average about 15 feet across. Isopterite passageways are rarely straight and level, but bend from side-to-side and rise or descend at various angles, including vertically. If a passageway is steep enough to require Climb checks to move through it will be set with a ladder-like series of holds that allow a climber to take 10 on Climb checks to move up or down them. Unfortunately, these holds are spaced for use by isopterites and are too far apart to be used by a typical humanoid of size Medium or smaller. The twists and slopes of an isopterite hive's passageways may seem random, but often have a purpose. Firstly, the passageways also serve as air shafts, and they may be shaped in a particular way to aid the hive's ventilation. Secondly, the passageway's walls are a tube of thick resin that can form a strong support structure for the hive. A passageway may turn in a particular direction to avoid an area that's hard to dig through or relieve stress on the fabric of the hive.

Royal Apartments: A royal apartment houses an isopterite queen, her isopterite drone mates and a retinue of warriors and workers. If the hive has multiple queens, each has her own separate apartment. The primary queen's apartment is the most important place in the entire hive so is always in the most secure location available – typically deep in the ground. The secondary queen's apartments, if any, tend to be spaced around the perimeter of the hive. Secondary apartments are still well-defended but their locations are easier for intruders to reach than the main apartment. However, they are also far enough from the primary apartment that if some disaster kills the primary queen it may not destroy all the secondary apartments too. The secondary apartment are also close enough to the hive entrances that a secondary queens can quickly venture outside on a colonising expedition.

Hatcheries: These chambers contain isopterite eggs, grubs and pupae as well as the specialized isopterite workers who attend them. Hatcheries are generally next to a royal apartment, but one or two may be in hard-to-reach corners of the hive as a backup in case intruders wipe out the other hatcheries.

Food Storage Chamber: A storage area for an isopterite foodstuff that resembles thick paste. Only creature able to eat wood can gain nourishment from this bland-tasting substance (isopterites, giant termites, and so on). The paste is stored in huge resin-walled vats, or the entire chamber is a single vat. Freshly hatched isopterite grubs are the principle consumers of this food paste, but not the exclusive one, so most food storage chambers are close to a hatchery. Isopterite queens can regurgitate this paste in prodigious quantities and in most hives are the sole source of this food, although some isopterite workers are capable of producing small quantities of it.

Rest Chambers: Isopterite workers and warriors retire to these chambers to sleep or hibernate. A rest chamber may hold both castes of isopterite, or just one. These chambers may contain alcoves, resin shelves or piles of bedding for the isopterites to lie upon, but in many rest chambers the isopterites just sleep on the floor.

Resin Storage Chamber: This chamber looks very much like a food storage chamber (see above) but reeks of hive miasma fumes. Its vats are used to store a concentrated liquid form of isopterite resin which the isopterites mix with various chewed-up substances to form the many different kinds of resin they use in the hive. This liquid has a very low density, so any humanoid who enters a deep vat of it will sink like a stone unless they can succeed at a DC 22 Swim check. It is also corrosive, doing 1d4 acid damage to anything splashed with it, or 2d10 acid damage per round for immersion.

Waste Dumps: Isopterite colonies are remarkably efficient. What little rubbish they do produce is dumped in waste areas that are typically found on the lower levels of their hives. The bulk of the waste is organic material, predominately dead isopterites and unhatched eggs, much of which will be rotting. Waste dumps are unpleasant places that are often rife with diseases (such as filth fever) amd/or inhabited by unpleasant scavenger creatures (rot grubs, otyughs and so on). Some waste dumps are actually naturally occurring caves the isopterites are using as rubbish dumps. If an isopterite hive has a connection to the Underdark it is likely to be found in a waste area.

Fungal Gardens: Some small isopterite hives supply all their food needs by gathering vegetation from outside the hive, but most hives grow gardens of fungi to help feed their population. These fungal gardens are subterranean galleries tended by specialized isopterite workers. Growing fungi is far more efficient than foraging for edible leaves, shoots and roots, for the various strains of fungus domesticated by the isopterites can turn a wide range of organic materials into food. The primary feedstock for the gardens is a chewed-up mixture of wood, straw, and soil. This produces a rich humus for the fungi to spread through and sprout fungal "fruit" that the isopterites harvest and eat. Most of the species of fungus used by the isopterites will only grow in cultivation. They are all edible to humanoids, but most have an unpleasant taste.

Wells & Water Tanks: Large and well-developed isopterite hives have hydraulic networks for storing and moving water. As well as ensuring the hives' inhabitants and gardens do not go thirsty, these water systems may incorporate mechanisms for evaporating water to keep the hive cool. The water is collected from rainwater or drawn from wells, then flows into water tanks or cisterns from which it is drawn as needed.

Ventilation Towers & Termitaries: Some isopterite hives are entirely subterranean, but the majority have some structures above ground. As a rule of thumb, the harder the ground the higher the proportion of the hive that is built above ground. A hive that's built on solid rock may have only a few tunnels and/or the primary royal apartment underground. These structures come in two basic types: ventilation towers and termitaries.

A Ventilation Tower is a hollow column of mud and resin as tall as a tree. They have large openings at the top positioned to exploit the prevailing wind, which is used to circulate air within the hive. The opening may have a thick resin grating to prevent infiltration by flying or climbing intruders. The openings in this 6-inch thick grating are small enough for a Fine creature to easily pass through, larger creatures must succeed at Escape Artist checks to squeeze through – the check is DC 20 for Diminutive creatures, DC 30 for Tiny, and impossible for bigger creatures (unless you're using Epic Skill rules, in which case it's DC 50 for Small, DC 80 for Medium and impossible for larger creatures).

A Termitary is a massive construction that is at least as big as a two-story humanoid house and is usually far larger, commonly exceeding 100 feet in height. It can contain any sort of chamber the isopterites are capable of building. All termitaries have one or more hive entrances at their base and a ventilation tower at the top. The smallest termitaries tend to be smooth-sided mounds, while larger ones always have thick buttresses to support their weight. An isopterite hive may have a single vast termitary or many smaller ones connected together by tunnels, covered passageways, and/or flying bridges.

IN SPELLJAMMER
In the spelljammer campaign, isopterites first appeared when they invaded the crystal sphere of Faeriespace. What planet, crystal sphere or plane they came from is unknown. Instead of a conventional solar system, Faeriespace has a Tree that spans the entire sphere, with sixteen suns hanging like fruit from its branches, which also support eight planets. The sphere is ruled by Aelivere the One-King of Faeriespace from his mushroom palace in the capital city of Armon, located at the trifurcation of the Tree's mind-blowingly massive trunk.

Colonising forces of isopterites immediately started carving hives and tunnel-highways out of the trunk and branches of the Tree, with disastrous consequences. The damage has thrown the movement of the Tree's leaves out of balance, the rotating shade from which causes the cycle of night and day to occur on the eight planets of this sphere, resulting in freak weather such as violent storms. The disruption to the Tree's magical qualities has thrown all of nature into chaos, causing some edible plants to turn poisonous or fail to produce harvests.

In desperation, Aelivere the One-King has commissioned bands of adventures to enter the isopterites' hives and stop their invasion.

Originally from SJA3 - Crystal Spheres (1990).
 
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freyar

Extradimensional Explorer
Well, that seems about like everything in terms of abilities. Skills and feats will be a little tough, since these don't really do much of anything. Maybe Spot/Listen for the skills or else something like Diplomacy since she is, you know, the queen. Skill boosters for the feats? Or maybe the Awesome Blow feat chain (if you don't mind bumping Str a little)?
 

Cleon

Legend
Well, that seems about like everything in terms of abilities. Skills and feats will be a little tough, since these don't really do much of anything. Maybe Spot/Listen for the skills or else something like Diplomacy since she is, you know, the queen. Skill boosters for the feats? Or maybe the Awesome Blow feat chain (if you don't mind bumping Str a little)?

I'd think the isopterites wouldn't want to let strangers anywhere near their queen, so she wouldn't get many opportunities for Diplomacy.

I was thinking maybe we'd give some points in Listen and Spot then spend the remainder on a Knowledge skill or two. The queen is the longest-living member of the hive so is likely to know stuff about the lands around her nest, so Knowledge (geography), Knowledge (history), Knowledge (local) or Knowledge (nature) could all be possibilities.

Hmm... we might even make her more of a "skill repository" by giving her the Open Minded feat to add some more SPs. We might even cut out the Listen and Spot - her Hive Mind SQ means she doesn't really need it though.
 

freyar

Extradimensional Explorer
That's a good idea. I'd drop Spot and Listen and just pile on Knowledge skills. Open Minded would be good, too, even more than once maybe. Hmmm. What about 4 ranks in each of those Knowledge skills, and Open Minded, Snatch, and something like Blind-Fight for the feats?
 

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