Rhapsody Wasp: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 16
| Max-CR = 24


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Henchman, Killer, Leader, Legend, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Restrict-Role-No-Role =  
| Restrict-Role-No-Role =  
| Restrict-Role-Heavy =  
| Restrict-Role-Heavy =  
| Restrict-Role-Henchman =
| Restrict-Role-Killer =  
| Restrict-Role-Killer =  
| Restrict-Role-Leader =  
| Restrict-Role-Leader =  
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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         Example: "[[Common Red Dragon]]"                                                            -->
         Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Rhapsody Wasps are a type of deadly monstrous vermin, who make large clay nests that look like assemblages of vertical masonry tubes, rather akin to an earthy pipe organ.  They will sometimes build nests (usually larger ones) right out in the open, but there is no guarantee with these erratic vermin, and they will also frequently hide these nests in a myriad of places. Rhapsody Wasps are not terribly common (and considering how deadly they are, this is a good thing!), but they can be found in a remarkably wide variety of habitat. Temperate forests, prairies, coniferous woods, boreal wastelands, swamps, deep in caves and dungeons, infesting sewers, mires, high sere deserts, high upon mountain cliffs, all these and many more are places where these droning terrors have been encountered. Even worse, there have been reports of other monsters encouraging these Wasps to nest in inconvenient places, which can be a serious problem!
| Description | Rhapsody Wasps are a type of deadly monstrous vermin, who make large clay nests that look like assemblages of vertical masonry tubes, rather akin to an earthy pipe organ.  They will sometimes build nests (usually larger ones) right out in the open, but there is no guarantee with these erratic vermin, and they will also frequently hide these nests in a myriad of places. Rhapsody Wasps are not terribly common (and considering how deadly they are, this is a good thing!), but they can be found in a remarkably wide variety of habitat. Temperate forests, prairies, coniferous woods, boreal wastelands, swamps, deep in caves and dungeons, infesting sewers, mires, high sere deserts, high upon mountain cliffs, all these and many more are places where these droning terrors have been encountered. Even worse, there have been reports of other monsters encouraging these Wasps to nest in inconvenient places, which can be a serious problem!


:Rhapsody Wasps have even been found in active volcanoes, and there are credible reports that they have been found in other dimensions than the Prime Material, lending credence to the theory that they aren't even 'real' creatures, although every test shows them to be simple vermin. Just very dangerous ones. Fortunately, Rhapsody Wasps seem to like relatively quiet nesting sites, and so nests in cities and towns are quite rare. Occasionally, a Rhapsody Wasp nest will be discovered inside a city, typically tucked as far from activity as the Wasps can get it, inside some large ruined and abandoned building.
Rhapsody Wasps have even been found in active volcanoes, and there are credible reports that they have been found in other dimensions than the Prime Material, lending credence to the theory that they aren't even 'real' creatures, although every test shows them to be simple vermin. Just very dangerous ones. Fortunately, Rhapsody Wasps seem to like relatively quiet nesting sites, and so nests in cities and towns are quite rare. Occasionally, a Rhapsody Wasp nest will be discovered inside a city, typically tucked as far from activity as the Wasps can get it, inside some large ruined and abandoned building.


:Rhapsody Wasps are haphazard in their behaviors. They can and will range for many miles from their nest, and will even spend several days away, finding hidden nooks to rest and sleep. They prefer to travel in small groups, called 'flights', and they frequently rove far and wide in search of food, and in defense of their territories.  Rhapsody Wasps are omnivorous, and will eat fruits, succulents, herbs, nuts, and grains, as well as small animals, large animals, weaker (or stronger!) monsters, various types of minerals, ores, and gems, and worst of all, people.  Being near a Rhapsody Wasp nest is always a gamble. They might casually ignore you for years, then one fine morning, attack without preamble.   
Rhapsody Wasps are haphazard in their behaviors. They can and will range for many miles from their nest, and will even spend several days away, finding hidden nooks to rest and sleep. They prefer to travel in small groups, called 'flights', and they frequently rove far and wide in search of food, and in defense of their territories.  Rhapsody Wasps are omnivorous, and will eat fruits, succulents, herbs, nuts, and grains, as well as small animals, large animals, weaker (or stronger!) monsters, various types of minerals, ores, and gems, and worst of all, people.  Being near a Rhapsody Wasp nest is always a gamble. They might casually ignore you for years, then one fine morning, attack without preamble.   


:Rhapsody Wasps are not extremely large, being about the size of a small dog (although that is terrifyingly huge for a wasp!), but they are very strong flyers. A Rhapsody Wasp can carry impossibly huge things through the air, and reports of single wasps carrying away humans and other civilized races are discouragingly common.
Rhapsody Wasps are not extremely large, being about the size of a small dog (although that is terrifyingly huge for a wasp!), but they are very strong flyers. A Rhapsody Wasp can carry impossibly huge things through the air, and reports of single wasps carrying away humans and other civilized races are discouragingly common.


:Rhapsody Wasps are not actively inimical, but they are deadly dangerous just the same. Any nest that is identified anywhere near civilization must be dealt with sooner or later, and the services of seasoned adventurers is widely seen as the best way to handling these dire threats.
Rhapsody Wasps are not actively inimical, but they are deadly dangerous just the same. Any nest that is identified anywhere near civilization must be dealt with sooner or later, and the services of seasoned adventurers is widely seen as the best way to handling these dire threats.


    
    
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Vermin
| Type | Vermin
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Senses = [[Standard Senses]], [[Low-Light Vision]] 120 feet.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.")
          [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell
          [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]
          [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]
          [[Scent]], [[Keen Scent]], [[Perfect Scent]]
          [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                  -->


   <!-- SENSES -->
   <!-- SENSES -->
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| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Smell =  
| Sense-Is-Blind-to-Smell =  
| Sense-Has-Low-Light-Vision =  
| Sense-Has-Low-Light-Vision = Y


   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
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| Sense-Tremorsense-Range =  
| Sense-Tremorsense-Range =  
| Sense-Watersense-Range =  
| Sense-Watersense-Range =  
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =




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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft., [[Greater Flight]] 60 ft., also see Rambling Flight, below.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
          [[Burrowing]], [[Tunneling]], [[Earth Glide]]
          [[Lesser Climb]], [[Greater Climb]], [[Brachiating]], [[Vaulting]]
          [[Hover]], [[Lesser Flight]], [[Greater Flight]]
          [[Lesser Swim]], [[Greater Swim]], [[Jet]]
          [[Lesser Teleport]], [[Greater Teleport]]                          -->


   <!-- MOVE TYPES -->
   <!-- MOVE TYPES -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed =  
| Move-Type-Walk-Speed = 30
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
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| Move-Type-Hover-Speed =  
| Move-Type-Hover-Speed =  
| Move-Type-Lesser-Flight-Speed =  
| Move-Type-Lesser-Flight-Speed =  
| Move-Type-Greater-Flight-Speed =  
| Move-Type-Greater-Flight-Speed = 60
| Move-Type-Lesser-Swim-Speed =  
| Move-Type-Lesser-Swim-Speed =  
| Move-Type-Greater-Swim-Speed =  
| Move-Type-Greater-Swim-Speed =  
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| Move-Type-Lesser-Teleport-Speed =  
| Move-Type-Lesser-Teleport-Speed =  
| Move-Type-Greater-Teleport-Speed =  
| Move-Type-Greater-Teleport-Speed =  
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text = SPECIAL: See 'Rambling Flight' power below




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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| Ability-1-Type = Su, Aura
| Ability-1-Type = Su, Aura
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Automatic while Flying
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
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| Ability-1-Description = Rhapsody Wasps are highly chaotic creatures. As a result, the beating of their powerful wings while they are in flight is not a steady, even sound. The buzzing, droning beat is instead wildly syncopated, almost stuttering, in nature. This ragged, irregular sound is very distressing to all who hear at, as their minds seek to find some stability, some pattern, in the aching waves of sound, which is not there to be found.
| Ability-1-Description = Rhapsody Wasps are highly chaotic creatures. As a result, the beating of their powerful wings while they are in flight is not a steady, even sound. The buzzing, droning beat is instead wildly syncopated, almost stuttering, in nature. This ragged, irregular sound is very distressing to all who hear at, as their minds seek to find some stability, some pattern, in the aching waves of sound, which is not there to be found.


:Enemy creatures that end their turn within 30 feet of a Rhapsody Wasp while it is in flight suffer {{Special-Swift-Dmg}} points of {{dmg|rugosic}} damage, as the awful stuttering noise messes with the very ability of their bodies to function. They may make a Will save, DC {{Save-DC}}, to reduce the damage by half.  In addition, if they fail this Will save, they become [[Anxious]] for the remainder of the encounter. Note that no matter how many Wasps could effect them in a single round, only one save is required, and the damage is only inflicted once.
Enemy creatures that end their turn within 30 feet of a Rhapsody Wasp while it is in flight suffer {{Special-Swift-Dmg}} points of {{dmg|rugosic}} damage, as the awful stuttering noise messes with the very ability of their bodies to function. They may make a Will save, DC {{Save-DC}}, to reduce the damage by half.  In addition, if they fail this Will save, they become [[Anxious]] for the remainder of the encounter. Note that no matter how many Wasps could effect them in a single round, only one save is required, and the damage is only inflicted once.


:If a creature is already suffering from the Anxious condition, and they fail a second save against Rhapsodic Drone, their condition worsens to the much more dangerous [[Startled]] condition.  Rhapsody Wasps will do their best to move in such a way as to force their enemies to move to engage them, and thus trigger Startled enemies to attack their friends as they move.  Rhapsodic Drone has no additional effect (except inflicting more damage).
If a creature is already suffering from the Anxious condition, and they fail a second save against Rhapsodic Drone, their condition worsens to the much more dangerous [[Startled]] condition.  Rhapsody Wasps will do their best to move in such a way as to force their enemies to move to engage them, and thus trigger Startled enemies to attack their friends as they move.  Rhapsodic Drone has no additional effect (except inflicting more damage).


:Note that Rhapsodic Drone only is in effect while the Wasps are flying. There is, sadly, no convenient way to force them to stop flying, but they are so erratic in their behavior they will sometimes land for no apparent reason, shutting off this ability until they decide on a whim to fly again.
Note that Rhapsodic Drone only is in effect while the Wasps are flying. There is, sadly, no convenient way to force them to stop flying, but they are so erratic in their behavior they will sometimes land for no apparent reason, shutting off this ability until they decide on a whim to fly again.




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| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Automatic after successful stinger attack
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
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| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Free Action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Rhapsody Wasps are chaotic creatures, which is why the beating of their wings is so damaging to listen to. As a further result, their flight is just...weird. They rarely, if ever, fly directly to where they want to be, and will wobble, lurch, turn, twist, and bob, erratically. This isn't something they do in order to dodge their enemies, it's simply the way they fly.  
| Ability-3-Description = Rhapsody Wasps are chaotic creatures, which is why the beating of their wings is so damaging to listen to. As a further result, their flight is just...weird. They rarely, if ever, fly directly to where they want to be, and will wobble, lurch, turn, twist, and bob, erratically. This isn't something they do in order to dodge their enemies, its simply the way they fly.  


:That being said, it DOES act very effectively to protect them from attacks caused by their own movement. Once per round, a Rhapsody Wasp may choose one square they are moving out of, and that one square of movement does not provoke attacks of opportunity. Combined with their high Flight speed, it is easy for a Rhapsody Wasp to 'fly up and over' most battles with impunity, which is...quite dangerous.  
That being said, it DOES act very effectively to protect them from attacks caused by their own movement. Once per round, a Rhapsody Wasp may choose one square they are moving out of, and that one square of movement does not provoke attacks of opportunity. Combined with their high Flight speed, it is easy for a Rhapsody Wasp to 'fly up and over' most battles with impunity, which is...quite dangerous.  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 851: Line 855:
| Ability-4-Type =  
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
Line 890: Line 898:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 929: Line 941:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 968: Line 984:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 1,007: Line 1,027:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 1,046: Line 1,070:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 1,053: Line 1,081:


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,083: Line 1,569:
| CombatTactics = Rhapsody Wasps are noisy and always moving, but they nevertheless persist in efforts to ambush creatures. Whether this is on-purpose, or some instinctive behavior, is unknown. Rhapsody Wasps that have decided to attack are erratic, as usual.  
| CombatTactics = Rhapsody Wasps are noisy and always moving, but they nevertheless persist in efforts to ambush creatures. Whether this is on-purpose, or some instinctive behavior, is unknown. Rhapsody Wasps that have decided to attack are erratic, as usual.  


:In general, at least one wasp will close in to attack with their stingers, and one wasp will usually stay back and beat their wings in the special pattern that produces their deadly Erratic Drone ranged sonic touch attack. The ranged attackers usually attack the back ranks of any enemies, while the melee stingers will use their Rambling Flight ability to move and mix around constantly, making Stinger attacks with their Fly-By Attack feat, seeking to cause any Startled enemies to make attacks of opportunity against their own friends. Aside from these guidelines, Rhapsody Wasps are likely to do just about anything in a fight. They are dangerous and deadly, and their actions will always lead to more damage to their foes. If any foes are made Anxious, that foe will be targeted instinctively by the Wasps if it is convenient to do so. If more than one foe is made Anxious, wasps will attack them all if they can, even switching to ranged Erratic Drone attacks to reach them.
In general, at least one wasp will close in to attack with their stingers, and one wasp will usually stay back and beat their wings in the special pattern that produces their deadly Erratic Drone ranged sonic touch attack. The ranged attackers usually attack the back ranks of any enemies, while the melee stingers will use their Rambling Flight ability to move and mix around constantly, making Stinger attacks with their Spring Attack feat, seeking to cause any Startled enemies to make attacks of opportunity against their own friends.  
 
Aside from these guidelines, Rhapsody Wasps are likely to do just about anything in a fight. They are dangerous and deadly, and their actions will always lead to more damage to their foes. If any foes are made Anxious, that foe will be targeted instinctively by the Wasps if it is convenient to do so. If more than one foe is made Anxious, wasps will attack them all if they can, even switching to ranged Erratic Drone attacks to reach them.


:Rhapsody Wasps are utterly fearless, and once combat begins, will fight to the death without hesitation.
Rhapsody Wasps are utterly fearless, and once combat begins, will fight to the death without hesitation.








<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Rhapsody Wasps are typically mindless vermin, and spectacularly dangerous, to-boot. They exist to eat, breed, and make new nests. Thankfully, they are highy omnivorous, and not fecund, or they would present a deadly danger.  Occasionally, other monsters with an affinity for vermin or nature will cultivate one or several nests of Rhapsody Wasps. No matter the relative strength of the monsters, Rhapsody Wasps are always useful as alarms and for attrition damage, as they are noisy, and their incredibly irritating Rhapsodic Drone applies automatic damage to all but the most durable of foes.  Treants, formians, nymphs, dryads, and similar creatures will use Rhapsody Wasps as living weapons, if they are able to.  
| OutOfCombat = Rhapsody Wasps are typically mindless vermin, and spectacularly dangerous, to-boot. They exist to eat, breed, and make new nests. Thankfully, they seem to prefer plants and fruits, and not fecund, or they would present a deadly danger.  Occasionally, other monsters with an affinity for vermin or nature will cultivate one or several nests of Rhapsody Wasps. No matter the relative strength of the monsters, Rhapsody Wasps are always useful as alarms and for attrition damage, as they are noisy, and their incredibly irritating Rhapsodic Drone applies automatic damage to all but the most durable of foes.  Treants, formians, nymphs, dryads, and similar creatures will seek to use Rhapsody Wasps as living weapons, if they are able to.  





Latest revision as of 21:47, 11 February 2023

Rhapsody Wasp (CR 19)

True Chaotic - Small - Vermin
Lore: Know (Nature)
38 53
Basic DC Full DC
Initiative
Initiative Icon 2.png
31
Perception:
41 +31
Passive Active
Ambush:
12+
on a d20
  • Ambush Notes: Rhapsody Wasps are fairly noisy, making it less likely they will succeed in an ambush. That doesn't stop them from trying, though!

Movement Types:

Defense

AC
Shield Icon 3.png
43
Man Def
Shield Icon 3.png
45
Monster Health
883 441 36
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +18
Refl: +18
Will: +23

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+28
Sword Icon 3.png
Man Off
+31
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Rhapsody Stinger +28 (4d8+22/19-20 x2)
    as drilling (physical, uncommon)
    Rhapsody Venom

Full Attack (Melee):

  • 3x Rhapsody Stinger +28 (4d8+22/19-20 x2)
    as drilling (physical, uncommon)
    Rhapsody Venom

Standard Attack (Ranged):

  • 1x Erratic Drone +32 vs. AC (always hits on a 17+ on the die) (4d8+22/19-20 x2)
    as sonic (energy, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Erratic Drone +32 vs. AC (always hits on a 17+ on the die) (4d8+22/19-20 x2)
    as sonic (energy, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

18
STR
20
DEX
20
CON
2
INT
2
WIS
10
CHA

Skills:

  • Might: 31 (Rhapsody Wasps are very strong fliers, their Might skill reflects their increased carry capacity and generally eerie strength.)
  • Perception: 31
  • All other skills: 26 (no ranks)

Languages:

Feats:

Special Abilities

Rhapsodic Drone (Su, Aura) Automatic while Flying

Rhapsody Wasps are highly chaotic creatures. As a result, the beating of their powerful wings while they are in flight is not a steady, even sound. The buzzing, droning beat is instead wildly syncopated, almost stuttering, in nature. This ragged, irregular sound is very distressing to all who hear at, as their minds seek to find some stability, some pattern, in the aching waves of sound, which is not there to be found.

Enemy creatures that end their turn within 30 feet of a Rhapsody Wasp while it is in flight suffer 4d6+14 points of rugosic (physical, uncommon) damage, as the awful stuttering noise messes with the very ability of their bodies to function. They may make a Will save, DC 29, to reduce the damage by half. In addition, if they fail this Will save, they become Anxious for the remainder of the encounter. Note that no matter how many Wasps could effect them in a single round, only one save is required, and the damage is only inflicted once.

If a creature is already suffering from the Anxious condition, and they fail a second save against Rhapsodic Drone, their condition worsens to the much more dangerous Startled condition. Rhapsody Wasps will do their best to move in such a way as to force their enemies to move to engage them, and thus trigger Startled enemies to attack their friends as they move. Rhapsodic Drone has no additional effect (except inflicting more damage).

Note that Rhapsodic Drone only is in effect while the Wasps are flying. There is, sadly, no convenient way to force them to stop flying, but they are so erratic in their behavior they will sometimes land for no apparent reason, shutting off this ability until they decide on a whim to fly again.

Rhapsody Venom (Ex) Automatic after successful stinger attack

Rhapsody Wasps have posionous stingers. In melee, any attack that hits with their stingers will also inflict the effects of their deadly Rhapsody Venom.


Rhapsody Wasp Venom    (Injury vector; Poisoned intensity)
Save: Fort DC 29;     Frequency: 1/round for 3 rounds
Effect: 4d8+22 points of poison (physical, uncommon) per interval. This damage increases to 4d10+33 in any round in which the victim is Anxious or Startled.
Fruition: If the victim is Anxious or Startled, they gain the Panicked condition. If they are not, no further effect.
Fruition Duration: End of Combat
Rambling Flight (Ex) Free Action 1/Rnd

Rhapsody Wasps are chaotic creatures, which is why the beating of their wings is so damaging to listen to. As a further result, their flight is just...weird. They rarely, if ever, fly directly to where they want to be, and will wobble, lurch, turn, twist, and bob, erratically. This isn't something they do in order to dodge their enemies, its simply the way they fly.

That being said, it DOES act very effectively to protect them from attacks caused by their own movement. Once per round, a Rhapsody Wasp may choose one square they are moving out of, and that one square of movement does not provoke attacks of opportunity. Combined with their high Flight speed, it is easy for a Rhapsody Wasp to 'fly up and over' most battles with impunity, which is...quite dangerous.

Rhapsody Wasp

Rhapsody Wasp

Rhapsody Wasps are a type of deadly monstrous vermin, who make large clay nests that look like assemblages of vertical masonry tubes, rather akin to an earthy pipe organ. They will sometimes build nests (usually larger ones) right out in the open, but there is no guarantee with these erratic vermin, and they will also frequently hide these nests in a myriad of places. Rhapsody Wasps are not terribly common (and considering how deadly they are, this is a good thing!), but they can be found in a remarkably wide variety of habitat. Temperate forests, prairies, coniferous woods, boreal wastelands, swamps, deep in caves and dungeons, infesting sewers, mires, high sere deserts, high upon mountain cliffs, all these and many more are places where these droning terrors have been encountered. Even worse, there have been reports of other monsters encouraging these Wasps to nest in inconvenient places, which can be a serious problem!

Rhapsody Wasps have even been found in active volcanoes, and there are credible reports that they have been found in other dimensions than the Prime Material, lending credence to the theory that they aren't even 'real' creatures, although every test shows them to be simple vermin. Just very dangerous ones. Fortunately, Rhapsody Wasps seem to like relatively quiet nesting sites, and so nests in cities and towns are quite rare. Occasionally, a Rhapsody Wasp nest will be discovered inside a city, typically tucked as far from activity as the Wasps can get it, inside some large ruined and abandoned building.

Rhapsody Wasps are haphazard in their behaviors. They can and will range for many miles from their nest, and will even spend several days away, finding hidden nooks to rest and sleep. They prefer to travel in small groups, called 'flights', and they frequently rove far and wide in search of food, and in defense of their territories. Rhapsody Wasps are omnivorous, and will eat fruits, succulents, herbs, nuts, and grains, as well as small animals, large animals, weaker (or stronger!) monsters, various types of minerals, ores, and gems, and worst of all, people. Being near a Rhapsody Wasp nest is always a gamble. They might casually ignore you for years, then one fine morning, attack without preamble.

Rhapsody Wasps are not extremely large, being about the size of a small dog (although that is terrifyingly huge for a wasp!), but they are very strong flyers. A Rhapsody Wasp can carry impossibly huge things through the air, and reports of single wasps carrying away humans and other civilized races are discouragingly common.

Rhapsody Wasps are not actively inimical, but they are deadly dangerous just the same. Any nest that is identified anywhere near civilization must be dealt with sooner or later, and the services of seasoned adventurers is widely seen as the best way to handling these dire threats.

Combat Tactics

Rhapsody Wasps are noisy and always moving, but they nevertheless persist in efforts to ambush creatures. Whether this is on-purpose, or some instinctive behavior, is unknown. Rhapsody Wasps that have decided to attack are erratic, as usual.

In general, at least one wasp will close in to attack with their stingers, and one wasp will usually stay back and beat their wings in the special pattern that produces their deadly Erratic Drone ranged sonic touch attack. The ranged attackers usually attack the back ranks of any enemies, while the melee stingers will use their Rambling Flight ability to move and mix around constantly, making Stinger attacks with their Spring Attack feat, seeking to cause any Startled enemies to make attacks of opportunity against their own friends.

Aside from these guidelines, Rhapsody Wasps are likely to do just about anything in a fight. They are dangerous and deadly, and their actions will always lead to more damage to their foes. If any foes are made Anxious, that foe will be targeted instinctively by the Wasps if it is convenient to do so. If more than one foe is made Anxious, wasps will attack them all if they can, even switching to ranged Erratic Drone attacks to reach them.

Rhapsody Wasps are utterly fearless, and once combat begins, will fight to the death without hesitation.

Out of Combat

Rhapsody Wasps are typically mindless vermin, and spectacularly dangerous, to-boot. They exist to eat, breed, and make new nests. Thankfully, they seem to prefer plants and fruits, and not fecund, or they would present a deadly danger. Occasionally, other monsters with an affinity for vermin or nature will cultivate one or several nests of Rhapsody Wasps. No matter the relative strength of the monsters, Rhapsody Wasps are always useful as alarms and for attrition damage, as they are noisy, and their incredibly irritating Rhapsodic Drone applies automatic damage to all but the most durable of foes. Treants, formians, nymphs, dryads, and similar creatures will seek to use Rhapsody Wasps as living weapons, if they are able to.

Rewards

XP: 204,800

Treasure: Sellable Goods worth 89,889 gp.

Weight: 190 lbs.     Volume: 7.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)