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Jibarú Pest

by Jamie Baty

The Jibarú jungle abounds with thousands of species of deadly and annoying parasites and insects. Jibarú pests are always either poisonous or equipped with a potentially deadly defence mechanism. The phanatons know how to avoid or neutralise most of these pests.
Nearly all Jibarú pests provide some component useful in the preparation of medicines, poisons, and antidotes; some, if prepared correctly, even have the potential to counter Afflictions or other infestations like Inheritor lice, cardinal ticks, and vermilia.

The Red Curse
Jibarú pest swarms do not gain legacies and are never afflicted.

Leech (Swarm)
SCMC
Fine Vermin (Swarm)
Hit Dice: 1d8 +3 (7 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares), swim 20ft
Armour Class: 19 (+8 size, +1 Dex), touch 19, flat-footed 18
Base Attack/Grapple: +0/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, Blood Drain
Special Qualities: Darkvision 60ft., Swarm Traits
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 1, Dex 13, Con 16, Int -, Wis 10, Cha 2
Skills: ---
Feats: ---
Environment: Warm Aquatic and Marshes
Organisation: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A Jibarú leech swarm is comprised of 10,000 tiny brown leeches occupying a 10ftx10ft area (cube if in deep water). They drain blood from creatures they encounter. These leeches can be used in medicines that will alleviate the effects of the Strength Affliction.

Combat
These bugs swarm over anything in its path.

Blood Drain (Ex): Any creature damaged by a Jibarú leech swarm must make a fortitude save vs DC 13 (Con based) or suffer 1d2 Con damage.

Swarm Subtype: A Jibarú leech swarm has the following traits:
• A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Jibarú leech swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganised and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A Jibarú leech swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 13) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Moth (Swarm)
SCMC
Fine Vermin (Swarm)
Hit Dice: 1d8 +2 (6 hp)
Initiative: +2 (+2 Dex)
Speed: fly 20ft (average)
Armour Class: 20 (+8 size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +0/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, Confusion
Special Qualities: Darkvision 60ft., Swarm Traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 1, Dex 15, Con 14, Int -, Wis 10, Cha 2
Skills: ---
Feats: ---
Environment: Warm Forests and Marshes
Organisation: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A Jibarú moth swarm is comprised of 10,000 tiny moths occupying a 10ftx10ftx10ft cube. They cause hallucinations in creatures they encounter. These moths can be used in medicines that will alleviate the effects of the Fly Affliction.

Combat
These bugs swarm over anything in its path.

Confusion (Ex): Any creature damaged by a Jibarú moth swarm must make a will save vs DC 12 (Con based) or become confused, as per the spell. A victim will remain confused for 1d4 rounds.

Swarm Subtype: A Jibarú moth swarm has the following traits:
• A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Jibarú moth swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganised and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A Jibarú moth swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Wasp (Swarm)
SCMC
Fine Vermin (Swarm)
Hit Dice: 1d8 +4 (8 hp)
Initiative: +4 (+4 Dex)
Speed: fly 20ft (average)
Armour Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +0/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60ft., Swarm Traits
Saves: Fort +6, Ref +4, Will +0
Abilities: Str 1, Dex 18, Con 19, Int -, Wis 10, Cha 2
Skills: ---
Feats: ---
Environment: Warm Forests and Marshes
Organisation: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A Jibarú wasp swarm is comprised of 10,000 bright green, fiercely territorial, poisonous wasps occupying a 10ftx10ftx10ft cube. They are poisonous in large numbers and very dangerous. The wasp's nest can be processed and made into an ointment that will cure those infected with vermilia.

Combat
These bugs swarm over anything in its path.

Poison(Ex): Any creature damaged by a Jibarú wasp swarm must make a will save vs DC 14 (Con based) or be poisoned. Victims suffer 1d6 Con damage for both primary and secondary damage.

Swarm Subtype: A Jibarú wasp swarm has the following traits:
• A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Jibarú wasp swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganised and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A Jibarú wasp swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 14) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.