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<blockquote data-quote="freyar" data-source="post: 6020126" data-attributes="member: 40227"><p><strong>Pasari-niml Warrior</strong></p><p></p><p>Originally converted <a href="http://www.enworld.org/forum/5433770-post110.html" target="_blank">here</a>.</p><p></p><p><strong>Pasari-Niml, Warrior</strong> </p><p><strong>Diminutive Aberration</strong> </p><p><strong>Hit Dice:</strong> 1d8 (4 hp) </p><p><strong>Initiative:</strong> +3 </p><p><strong>Speed:</strong> 30 ft. (6 squares), burrow 10 ft., climb 20 ft.</p><p><strong>Armor Class:</strong> 18 (+4 size, +3 Dex, +1 natural), touch 17, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +0/-14 </p><p><strong>Attack:</strong> Greatsword +8 melee (1d6-2) or light crossbow +7 ranged (1d3/x3) </p><p><strong>Full Attack:</strong> Greatsword +8 melee (1d6-2) or light crossbow +7 ranged (1d3/x3)</p><p><strong>Space/Reach:</strong> 1 ft./0 ft. </p><p><strong>Special Attacks:</strong> Frightful presence (DC 10), pitfall, puncture armor </p><p><strong>Special Qualities:</strong> Darkvision 60 ft., hive mind, immunity to enchantments, tremorsense 60 ft</p><p><strong>Saves:</strong> Fort +0, Ref +3, Will +3</p><p><strong>Abilities:</strong> Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 11</p><p><strong>Skills:</strong> Climb +6, Listen +5, Spot +5</p><p><strong>Feats:</strong> Weapon Finesse (B), Weapon Focus (greatsword)</p><p><strong>Environment:</strong> Any land</p><p><strong>Organization:</strong> Squad (3-12 pasari-niml warriors plus 1-2 pasari-niml nobles) or nest (60-240 warriors plus 11-30 nobles plus 1 calipha)</p><p><strong>Challenge Rating:</strong> 1/2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always lawful evil</p><p><strong>Advancement:</strong> 2 HD (Diminutive); 3 HD (Tiny)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This creature resembles an oversized black ant with a humanoid head. Its long face appears malevolent, with bulging eyes, pointed ears, and wrinkled brown skin. It walks on four of its six legs, while the other pair seem to function as arms.</em></p><p><em></em></p><p></p><p>Pasari-nimal (sometimes called mants) are horrid, tool-using, insectoid predators. They form large colonies, often under human cities, from which they launch nocturnal raids. In the wild, warriors and nobles dig a burrow for their calipha and then construct an ever more elaborate palace above it. At any time, 1-4 squads patrol the outer reaches of the colony.</p><p></p><p>A pasari-niml colony is led by a single calipha, who exists simply to eat, receive worship, and reproduce. Pasari-nimal worship their calipha, performing rituals and carving her face into burrow and castle walls. The calipha keeps a selama of nobles and reproduces rapidly, each day laying as many eggs as she has Hit Dice. Eggs hatch in three weeks; and approximately one in eight produces a noble. Once a year, a 6-HD calipha can produce a calipha egg. The egg hatches in three weeks, and a squad carries the new calipha several miles away and starts a new colony.</p><p></p><p>Warriors and nobles bring food to the calipha, who digests and regurgitates some of it to feed them. If the calipha dies, the lesser pasari-nimal die in 1-2 days. If all the warriors and nobles die, the calipha can last three days per Hit Die, during which time new warriors or nobles may hatch.</p><p></p><p>A pasari-niml warrior is between 4 and 6 inches long and weighs less than a pound. </p><p></p><p>Pasari-niml can speak Common and Undercommon, but usually only communicate with their own kind via hive telepathy.</p><p></p><p></p><p>COMBAT</p><p></p><p>Pasari-nimal always travel in mixed squads of warriors and nobles. They attack in an organized manner, directed by the nobles, who are in constant mental contact with the colony’s calipha. When a squad sights potential prey, the nobles send a few warriors to test the opponents, analyzing their attacks and defenses. The entire squad then attacks in concert. The pasari-nimal burrow rapidly under and around well-armored individuals, creating a pitfall. A trapped enemy is attacked by several burrowing pasari-nimal.</p><p></p><p>If a squad faces dangerous or numerous opponents, they call for reinforcements; 1d4 additional squads arrive in 1d4+1 rounds. If necessary, the mants pull back and wait.</p><p></p><p><strong>Frightful Presence (Ex):</strong> A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a Will save. Creatures with more HD than the pasari-niml become frightened for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds (or until attacked) on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Hive Mind (Ex):</strong> All pasari-niml within 1 mile of their calipha 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 pasari-niml in a group is considered flanked unless all of them are.</p><p></p><p><strong>Immunity To Enchantments (Su):</strong> A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance. It is also immune to all charm effects, such as a harpy's captivating song.</p><p></p><p><strong>Pitfall (Ex):</strong> Pasari-niml can bury an opponent by opening a pitfall beneath them. This requires a standard action by the pasari-niml, who must be free to move by burrowing. The target must succeed on a DC 12 Reflex save or fall into the pitfall. A single pasari-niml can create a pitfall big enough for an opponent of Tiny size or smaller; it takes 2 pasari-niml to create a pitfall for a Small opponent, 4 for a Medium opponent and 16 for a Large opponent. If the pasari-niml create an oversized pitfall, the Reflex save DC increases by +4 for every size the pitfall is bigger than the opponent. Pasari-niml are too small to create a pitfall for Huge or larger opponents with this ability, although they can still excavate standard pit traps for such big creatures.</p><p></p><p>A pasari-niml's pitfall collapses as soon as it is created, leaving the victim trapped and partially buried in the ground. The pitfall is deep enough that the pasari-niml has total cover and total concealment against any other opponents on the surface. The pasari-niml have cover and concealment against a buried victim, giving the pasari-niml +4 AC and the victim a 20% miss chance. Due to the confined quarters of the pit, the victim can only wield light slashing or piercing weapons. The pasari-niml fight without penalty due to their burrow speed. If the victim has a burrow speed, they can move and fight normally by burrowing.</p><p></p><p>The buried victim, or its allies, can attempt to drag the victim from the ground with a DC 12 Strength check, or the buried victim can wiggle free with a DC 12 Escape Artist check (+4 on these DCs for every size the pitfall is bigger than the opponent). The pasari-niml can try to prevent the victim leaving the pit by grappling or other means. The DCs are Strength-based and include a +4 racial bonus.</p><p></p><p><strong>Puncture Armor (Su):</strong> As a standard action, a pasari-niml can tear holes in an opponent's armor. The opponent must succeed on a DC 12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armor bonus.</p><p></p><p>The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armors with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability.</p><p></p><p>Multiple uses of puncture armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. The save DC is Strength-based and include a +4 racial bonus.</p><p></p><p><strong>Skills:</strong> Pasari-niml warriors and nobles have a +8 racial bonus on Climb checks. A pasari-niml warriors or noble can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p></p><p><em>Originally appeared in City of Delights (1993).</em></p></blockquote><p></p>
[QUOTE="freyar, post: 6020126, member: 40227"] [b]Pasari-niml Warrior[/b] Originally converted [url=http://www.enworld.org/forum/5433770-post110.html]here[/url]. [b]Pasari-Niml, Warrior[/b] [b]Diminutive Aberration[/b] [b]Hit Dice:[/b] 1d8 (4 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 30 ft. (6 squares), burrow 10 ft., climb 20 ft. [b]Armor Class:[/b] 18 (+4 size, +3 Dex, +1 natural), touch 17, flat-footed 15 [b]Base Attack/Grapple:[/b] +0/-14 [b]Attack:[/b] Greatsword +8 melee (1d6-2) or light crossbow +7 ranged (1d3/x3) [b]Full Attack:[/b] Greatsword +8 melee (1d6-2) or light crossbow +7 ranged (1d3/x3) [b]Space/Reach:[/b] 1 ft./0 ft. [b]Special Attacks:[/b] Frightful presence (DC 10), pitfall, puncture armor [b]Special Qualities:[/b] Darkvision 60 ft., hive mind, immunity to enchantments, tremorsense 60 ft [b]Saves:[/b] Fort +0, Ref +3, Will +3 [b]Abilities:[/b] Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 11 [b]Skills:[/b] Climb +6, Listen +5, Spot +5 [b]Feats:[/b] Weapon Finesse (B), Weapon Focus (greatsword) [b]Environment:[/b] Any land [b]Organization:[/b] Squad (3-12 pasari-niml warriors plus 1-2 pasari-niml nobles) or nest (60-240 warriors plus 11-30 nobles plus 1 calipha) [b]Challenge Rating:[/b] 1/2 [b]Treasure:[/b] None [b]Alignment:[/b] Always lawful evil [b]Advancement:[/b] 2 HD (Diminutive); 3 HD (Tiny) [b]Level Adjustment:[/b] - [i]This creature resembles an oversized black ant with a humanoid head. Its long face appears malevolent, with bulging eyes, pointed ears, and wrinkled brown skin. It walks on four of its six legs, while the other pair seem to function as arms. [/i] Pasari-nimal (sometimes called mants) are horrid, tool-using, insectoid predators. They form large colonies, often under human cities, from which they launch nocturnal raids. In the wild, warriors and nobles dig a burrow for their calipha and then construct an ever more elaborate palace above it. At any time, 1-4 squads patrol the outer reaches of the colony. A pasari-niml colony is led by a single calipha, who exists simply to eat, receive worship, and reproduce. Pasari-nimal worship their calipha, performing rituals and carving her face into burrow and castle walls. The calipha keeps a selama of nobles and reproduces rapidly, each day laying as many eggs as she has Hit Dice. Eggs hatch in three weeks; and approximately one in eight produces a noble. Once a year, a 6-HD calipha can produce a calipha egg. The egg hatches in three weeks, and a squad carries the new calipha several miles away and starts a new colony. Warriors and nobles bring food to the calipha, who digests and regurgitates some of it to feed them. If the calipha dies, the lesser pasari-nimal die in 1-2 days. If all the warriors and nobles die, the calipha can last three days per Hit Die, during which time new warriors or nobles may hatch. A pasari-niml warrior is between 4 and 6 inches long and weighs less than a pound. Pasari-niml can speak Common and Undercommon, but usually only communicate with their own kind via hive telepathy. COMBAT Pasari-nimal always travel in mixed squads of warriors and nobles. They attack in an organized manner, directed by the nobles, who are in constant mental contact with the colony’s calipha. When a squad sights potential prey, the nobles send a few warriors to test the opponents, analyzing their attacks and defenses. The entire squad then attacks in concert. The pasari-nimal burrow rapidly under and around well-armored individuals, creating a pitfall. A trapped enemy is attacked by several burrowing pasari-nimal. If a squad faces dangerous or numerous opponents, they call for reinforcements; 1d4 additional squads arrive in 1d4+1 rounds. If necessary, the mants pull back and wait. [b]Frightful Presence (Ex):[/b] A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a Will save. Creatures with more HD than the pasari-niml become frightened for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds (or until attacked) on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based. [b]Hive Mind (Ex):[/b] All pasari-niml within 1 mile of their calipha 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 pasari-niml in a group is considered flanked unless all of them are. [b]Immunity To Enchantments (Su):[/b] A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance. It is also immune to all charm effects, such as a harpy's captivating song. [b]Pitfall (Ex):[/b] Pasari-niml can bury an opponent by opening a pitfall beneath them. This requires a standard action by the pasari-niml, who must be free to move by burrowing. The target must succeed on a DC 12 Reflex save or fall into the pitfall. A single pasari-niml can create a pitfall big enough for an opponent of Tiny size or smaller; it takes 2 pasari-niml to create a pitfall for a Small opponent, 4 for a Medium opponent and 16 for a Large opponent. If the pasari-niml create an oversized pitfall, the Reflex save DC increases by +4 for every size the pitfall is bigger than the opponent. Pasari-niml are too small to create a pitfall for Huge or larger opponents with this ability, although they can still excavate standard pit traps for such big creatures. A pasari-niml's pitfall collapses as soon as it is created, leaving the victim trapped and partially buried in the ground. The pitfall is deep enough that the pasari-niml has total cover and total concealment against any other opponents on the surface. The pasari-niml have cover and concealment against a buried victim, giving the pasari-niml +4 AC and the victim a 20% miss chance. Due to the confined quarters of the pit, the victim can only wield light slashing or piercing weapons. The pasari-niml fight without penalty due to their burrow speed. If the victim has a burrow speed, they can move and fight normally by burrowing. The buried victim, or its allies, can attempt to drag the victim from the ground with a DC 12 Strength check, or the buried victim can wiggle free with a DC 12 Escape Artist check (+4 on these DCs for every size the pitfall is bigger than the opponent). The pasari-niml can try to prevent the victim leaving the pit by grappling or other means. The DCs are Strength-based and include a +4 racial bonus. [b]Puncture Armor (Su):[/b] As a standard action, a pasari-niml can tear holes in an opponent's armor. The opponent must succeed on a DC 12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armor bonus. The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armors with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability. Multiple uses of puncture armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. The save DC is Strength-based and include a +4 racial bonus. [b]Skills:[/b] Pasari-niml warriors and nobles have a +8 racial bonus on Climb checks. A pasari-niml warriors or noble can always choose to take 10 on Climb checks, even if rushed or threatened. [i]Originally appeared in City of Delights (1993).[/i] [/QUOTE]
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