Dungeons and Dragons Monsters (Vermin) 3.5 PBP RPG

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Monsters (Vermin)

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

These creatures operate on instinct, driven by simple needs such as food and reproduction. Except where noted, vermin attack only when hungry or threatened.

Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature's entry).

  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

  • Darkvision out to 60 feet.

-Alignment: Always neutral. Vermin are not governed by a human sense of morality.

-Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed.

Giant Ant

Giant Ant, Worker

Giant Ant, Soldier

Giant Ant, Queen

Medium Vermin

Medium Vermin

Large Vermin

Hit Dice:

2d8 (9 hp)

2d8+2 (11 hp)

4d8+4 (22 hp)

Initiative:

+0

+0

-1

Speed:

50 ft. (10 squares), climb 20 ft.

50 ft. (10 squares), climb 20 ft.

40 ft. (8 squares)

Armor Class:

17 (+7 natural), touch 10, flat-footed 17

17 (+7 natural), touch 10, flat-footed 17

17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17

Base Attack/Grapple:

+1/+1

+1/+3

+3/+10

Attack:

Bite +1 melee (1d6)

Bite +3 melee (2d4+3)

Bite +5 melee (2d6+4)

Full Attack:

Bite +1 melee (1d6)

Bite +3 melee (2d4+3)

Bite +5 melee (2d6+4)

Space/Reach:

5 ft./5 ft.

5 ft./5 ft.

10 ft./5 ft.

Special Attacks:

Improved grab

Improved grab, acid sting

Improved grab

Special Qualities:

Scent, vermin traits

Scent, vermin traits

Scent, vermin traits

Saves:

Fort +3, Ref +0, Will +0

Fort +4, Ref +0, Will +1

Fort +5, Ref +0, Will +2

Abilities:

Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 9

Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11

Str 16, Dex 9, Con 13, Int -, Wis 13, Cha 11

Skills:

Climb +8

Climb +10

-

Feats:

Track B

Track B

Track B

Environment:

Temperate plains

Temperate plains

Temperate plains

Organization:

Gang (2-6) or crew (6-11 plus 1 giant ant soldier)

Solitary or gang (2-4)

Hive (1 plus 10-100 workers and 5-20 soldiers)

Challenge Rating:

1

2

2

Treasure:

None

None

1/10 coins; 50% goods; 50% items

Advancement:

3-4 HD (Medium); 5-6 HD (Large)

3-4 HD (Medium); 5-6 HD (Large)

5-6 HD (Large); 7-8 HD (Huge)

Level Adjustment:

-

-

-

Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.

Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.


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I’d be very interested to see how this pans out.

A thought would be that it would be nice if character progression could be had without increasingly dangerous conflicts.

In many games, despite there being a broad range of skills (Many of which come into play later) many of the quests involve fighting tougher and harder enemies thus making it essential to ignore more character building stuff in favour of advanced combat prowess.

I’d suggest that this was even more relevant in a system similar to Traveller where you could build a great scientist or diplomat but ‘in game’ have very little opportunity to develop skills above and beyond those that you selected in the beginning.

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