Random Encounters06/14/2004


What's Bugging You?



The Werewasp

Rumors persisted of a newly discovered type of were-creature: one that could change into vermin forms. Miala and Scout walked through the woods looking for proof that such a creature existed. They planned to start with the nest of giant wasps that the townsfolk had located about two miles inside the forest's border. The wasps had been too organized, some woodsmen had said. No one who had gone looking for the giant wasps had returned, and the townsfolk did not expect the two women back either.

After an hour, Scout pointed upward toward a huge cave opening in the side of a hill. Quietly, they approached and listened. The faint buzzing of wasps rewarded their efforts, and Scout started to climb toward the nest. Miala changed herself into a snake and followed.

The wasp nest was very large, and so were the wasps. The women had been expecting giant wasps, though, and took pains to conceal themselves. Then they saw the woman, and knew that the rumors were true. She was sitting among the wasps as if she belonged there, buzzing to them now and again and polishing a rapier in the dim light from outside. Her head was bulbous, like a wasp's, but her torso was definitely humanoid. Her large eyes swept the nest from time to time, and then alighted where Miala, in snake form, rested on a rock. Its gaze produced a tense moment for the women, but the werewasp turned away. Then it transformed into a giant wasp.

Scout and Miala did not know what to do next, but they knew that telling someone about this find should rank highly on the list. Slowly, and carefully, they snuck out of the nest.

Werewasp
Werewasp, Humanoid Form Werewasp, Hybrid Form Werewasp, Giant Wasp Form
Medium Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger) Large Humanoid (Human, Shapechanger)
Hit Dice: 1d6+3 plus 5d8+15 (44 hp) 1d6+3 plus 5d8+15 (44 hp) 1d6+3 plus 5d8+15 (44 hp)
Initiative: +3 +4 +4
Speed: 30 ft. 30 ft., fly 30 ft. (good) 20 ft., fly 60 ft. (good)
Armor Class: 18 (+3 Dex, +2 natural, +3 studded leather armor), touch 13, flat-footed 15 20 (+4 Dex, +6 natural), touch 14, flat-footed 16 19 (-1 size, +4 Dex, +6 natural), touch 13. flat- footed 15
Base Attack/Grapple: +3/+3 +3/+7 +3/+11
Attack: Rapier +3 melee (1d6/18-20) or shortbow +6 ranged (1d6/x3) Rapier +7 melee (1d6+6/18-20), or sting +7 melee (1d3+6 plus poison), or shortbow +7 ranged (1d6/x3) Sting +6 melee (1d3+6 plus poison)
Full Attack: Rapier +3 melee (1d6/18-20) or shortbow +6 ranged (1d6/x3) Rapier +7 melee (1d6+6/18-20), and sting +2 melee (1d3+2 plus poison), or shortbow +7 ranged (1d6/x3) Sting +6 melee (1d3+6 plus poison)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Sneak attack +1d6 Curse of entomanothropy, poison, sneak attack +1d6 Curse of entomanothropy, poison, sneak attack +1d6
Special Qualities: Alternate form, darkvision 60 ft., entomanothropic command, entomanothropic immunities, trapfinding Alternate form, damage reduction 5/silver, darkvision 60 ft., entomanothropic command, entomanothropic immunities, trapfinding Alternate form, damage reduction 5/silver, darkvision 60 ft., entomanothropic command, entomanothropic immunities, trapfinding
Saves: Fort +5, Ref +6, Will +3 Fort +7, Ref +7, Will +3 Fort +7, Ref +7, Will +3
Abilities: Str 10, Dex 16, Con 12, Int 12, Wis 15, Cha 8 Str 18, Dex 18, Con 16, Int 12, Wis 15, Cha 8 Str 18, Dex 18, Con 16, Int 12, Wis 15, Cha 8
Skills: Bluff +3, Climb +3, Escape Artist +5, Hide +6, Knowledge (local) +5, Listen +8, Move Silently +6, Perform (sing) +3, Search +5, Spot +21, Survival +11*, Tumble +6 Bluff +3, Climb +8, Escape Artist +7, Hide +8, Knowledge (local) +5, Listen +8, Move Silently +8, Perform (sing) +3, Search +5, Spot +21, Survival +11*, Tumble +8 Bluff +3, Climb +8, Escape Artist +7, Hide+4, Knowledge (local) +5, Listen +8, Move Silently +8, Perform (sing) +3, Search +5, Spot +21, Survival +11*, Tumble +8
Feats: Alertness, Combat Reflexes, Dodge, Mobility Alertness, Combat Reflexes, Dodge, Mobility Alertness, Combat Reflexes, Dodge, Mobility
Environment: Any Any Any
Organization: Solitary or swarm (2-5) Solitary or swarm (2-5) Solitary or swarm (2-5)
Challenge Rating: 4 4 4
Treasure: Standard Standard Standard
Alignment: Chaotic neutral Chaotic neutral Chaotic neutral
Advancement: By character class By character class By character class
Level Adjustment: +2 +2 +2

This woman has large, dark eyes, and her dark hair has light-colored bands running through it.

A werewasp is a clever and tough opponent, and it can fly at a foe and deliver a virulent poison. The creature lives either in a small community (though it does not act as a swarm creature) among humanoids or with the base creature's type. The wasplike aspects of its humanoid appearance actually increase its physical beauty. While it does prefer humanoid or wasp form, those whom it lives among determines which form it usually stays in. It does not fight mindlessly, and it retreats when injured unless something threatens its community.

The werewasp presented here is a 1st-level human rogue using the following base stats: Str 10, Dex 15, Con 12, Int 14, Wis 13, Cha 8. She is a natural entomanothrope.

Combat

Werewasps prefer hit-and-run tactics when possible, though they also swarm on a creature when with normal giant wasps. They prefer to disable their victims and then deal with them once they neutralize the threat.

Poison (Ex): Injury, Fort DC 16, initial and secondary damage 1d6 Con.

Curse of Entomanothropy (Su): Any humanoid or giant of size Small to Huge that is hit by the werewasp's sting attack in vermin or hybrid form must succeed on a DC 15 Fortitude save or contract entomanothropy. Afflicted entomanothropes cannot pass on the curse of entomanothropy.

Alternate Form (Su): An entomanothrope can shift into vermin form as though using the polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific vermin form indicated for the entomanothrope can be assumed. It does not assume the ability scores of the vermin, but instead adds the vermin's physical ability score modifiers to its own ability scores. An entomanothrope also can assume a bipedal hybrid form with two humanoid (or giant) arms and legs, and a face like the base vermin. The hybrid body is basically humanoid, but with fur or hair or skin/plates like that of the base vermin. If the base vermin has a tail attack, such as the monstrous scorpion, giant wasp, or giant bee, then the hybrid form has it, too. If the base vermin has wings, then the hybrid form has wings also. Changing forms is a standard action. An entomanothrope can maintain its new form indefinitely.

Entomanothropic Command (Su): In any form, entomanothropes can command vermin of its type (any size) as if using a command undead spell on mindless undead. This ability affects 2 Hit Dice of the vermin type per Hit Die of the entomanothrope, and it lasts for 1 hour.

Entomanothropic Immunities (Ex): Entomanothropes have immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) in any form.

Skills: The werewasp has a +8 bonus on Spot checks. *It also has a +4 bonus on Survival checks on orient itself.

Coming in Part 2 of What's Bugging You?

Learn how to create your own entomanothropes with the entomanothrope template.

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