Insects

Ant, Giant

Small semi-sentient insectoid (3d6)
STR 3 (2d6) AGI 15 (b5d6) END 3 (2d6)INT 3 (2d6) LOG 1 (1d6) WIL 3 (2d6)Β CHA 1 (1d6) LUC 0 (0d6) REP 3 (2d6)
MELEE DEFENCE 11RANGED DEFENCE 11MENTAL DEFENCE 10VITAL DEFENCE 10
HEALTH 21SOAK 4; VULN noneIMMUNE none
INITIATIVE 2d6PERCEPTION 2d6Β SPEED 3; CLIMB 2; JUMP 30'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
πŸ…œ Pincer 3d6 melee (2d6+2 piercing damage)
Skills hardy 3 (2d6), combat 1 (1d6)Β 

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Insectoid. Climbing is a natural movement mode for insectoids. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. Such creatures can move on walls and ceilings normally.

Ant Swarm

See Swarm.

Centipede, Monstrous

Large semi-sentient insectoid (4d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 3 (2d6) LOG 1 (1d6) WIL 3 (2d6)Β CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)
πŸ… Rotting stench. The overpowering stench of a giant centipede - rotting carrion - can be smelled easy by anyone within 60'. A monstrous centipede's lair is so disgusting that any sentient creature who begins its turn in it is subject to a 3d6 vital attack at the start of their turn or become Sick
MELEE DEFENCE 14RANGED DEFENCE 10MENTAL DEFENCE 10VITAL DEFENCE 14
HEALTH 24SOAK 4; VULN noneIMMUNE none
INITIATIVE 4d6PERCEPTION 3d6Β SPEED 4; CLIMB+ 4; JUMP -CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
πŸ…œ Bite 4d6 melee (2d6+2 piercig/poison damage; madness)
Skills hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 1 (1d6), reactions 3 (2d6), stealth 2 (1d6)

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Β Β Β Β Madness poison. A successful attack from the centipede's bite renders the victim Confused.Β Β Β Β 
Light sensitivity. In bright light, giant centipedes suffer -1d6 to all dice pools..

Insect Swarm

See Swarm.

Scorpion, Giant

Gigantic semi-sentient insectoid (9d6)
STR 45 (9d6) AGI 6 (3d6) END 55 (10d6)INT 6 (3d6) LOG 1 (1d6) WIL 15 (5d6)Β CHA 6 (3d6) LUC 1 (1d6) REP 15 (5d6)
MELEE DEFENCE 28RANGED DEFENCE 10MENTAL DEFENCE 18VITAL DEFENCE 42
HEALTH 180SOAK 18 (shell); VULN noneIMMUNE poison
INITIATIVE 5d6PERCEPTION 4d6Β SPEED 8; CLIMB+ 8; JUMP 12'/12'CARRY 1,000lb (max lift 2,250lb)
REACH 15-ftACTIONS 4 (2 on its INITIATIVE, 1 every 5 points thereafter)
πŸ…œ Bite 9d6 melee (5d6+9 piercing damage)πŸ…œπŸ…₯ Tail stinger 7d6 melee/vital (4d6 piercing/poison damage; range 14; poison)
Skills combat 6 (3d6), perception 3 (2d6), reactions 3 (2d6)
Insectoid. Climbing is a natural movement mode for insectoids. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. Such creatures can move on walls and ceilings normally.
Stinger. The giant scorpion's stinger renders the victim Poisoned and Slowed on a successful hit which also beats its VITAL DEFENCE.

Wasp, Giant

Small semi-sentient insectoid (3d6)
STR 3 (2d6) AGI 15 (b5d6) END 3 (2d6)INT 3 (2d6) LOG 1 (1d6) WIL 3 (2d6)Β CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)
MELEE DEFENCE 14RANGED DEFENCE 11MENTAL DEFENCE 10VITAL DEFENCE 10
HEALTH 18SOAK 3; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 3d6Β SPEED 8; CLIMB+ 8; JUMP -CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
πŸ…œ Sting 3d6 melee (2d6+2 damage; pain)
Skills hardy 1 (1d6), combat 1 (1d6), perception 1 (1d6), movement 1 (1d6), reactions 1 (1d6), stealth 1 (1d6)
Insectoid. Climbing is a natural movement mode for insectoids. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. Such creatures can move on walls and ceilings normally.
Dart In. Move SPEED 4, attack, then move SPEED 4 back again.
Stinger. A successful sting inflicts the Pained condition.