From Darwin Online |
Were-wasp
AC: 4 (9 in human form)HD: 2*
Move: 90' (30')
Flying: 150' (50')
Attacks: 1 bite + sting (or 1 in human form)
Damage: 1-8 + poison (or by weapon)
No.Appearing: 1-4 (2-16)
Save as: Fighter 2
Morale: 10
Treasure type: C
Alignment: Chaotic
XP: 50
Human form
When in human form, were-wasps appear slim and muscular with angular features and unusually smooth, hairless skin. They tend to be hot tempered, territorial, and tenacious when aroused. They are particularly easy to provoke when their homes or lairs are threatened.
Animal form
When fully in animal form, were-wasps take the form of 3' long giant wasps. Their hard exoskeletons and speed provide excellent protection from attacks. When they attack, they will attempt to grab the victim with their legs while biting for 1d8 hp damage. Once the victim has been hit, in the next round the wasp will try to hit again on each successive round - this time with its sting. A hit does no damage, but the victim must make a saving throw vs poison or be paralyzed for 2-8 turns. (if any attacks hit the wasp while it is trying to sting its victim, it will disengage and have to try to grapple again). The wasp will carry off human sized or smaller paralyzed victims, taking them to its lair. There, victims will be encased in a sticky combination of paper and wax and an egg laid in the victim's body. This egg will hatch in 2-8 days, and the grub that emerges will do 1-6 hp damage to its host each hour until the host is dead, at which point it will emerge as a fully formed larva. If still in the wasp lair where the other wasps can protect and feed it, this larva will mature in another 15-20 days into an adult were-wasp that will have the victim's features when in human form.
Like other lycanthropes, were-wasps can only be hit by silver or magical weapons when in animal form.
Were-wasps often hide their lairs in abandoned buildings or in caves or tunnels with easy access to the outdoors for foraging.
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