| False Queen Large Aberration Hit Dice: 7d8+14 (45 hp) Initiative: +1 (Dex) Speed: 30 ft., fly 40 (poor) AC: 19 (-1 size, +1 Dex, +9 natural) Attacks: Bite +8 melee, sting +3 melee Damage: Bite 2d6+4, sting 1d8+2 plus poison Face/Reach: 5 ft. by 10 ft. /5 ft. Special Attacks: Poison, spell-like abilities, improved grab, insect growth Special Qualities: Impersonate, SR 16 Saves: Fort +4, Ref +5, Will +8 Abilities: Str 19, Dex 12, Con 15, Int 14, Wis 16, Cha 17 Skills: Bluff+13, Concentrate +12, Listen +14, Spot +14 Feats: Alertness, Lightning Reflexes, Spell Focus (Enchantment) Climate/Terrain: Temperate and warm land and underground Organization: Solitary or Hive (1 plus 10-100 worker giant ants and 5-20 soldier giant ants or 11-20 giant bees) Challenging Rating: 7 Treasure: Standard Alignment: Usually neutral Advancement: 8-10 HD (Large) 11-21 HD (Huge) Some hives of giant ants or bees seem tougher. Its movements seem to be controlled by some intelligence and its warriors enhanced. This just might be the work of a false queen. A false queen resembles a giant winged ant with a stinger. After it has eaten a hive�s queen it bloats with the queen�s eggs and is now capable of creating new soldiers and workers for the colony. These minions protect the false queen until it is forced away or dies. Every two years a false queen gives birth to one of its own offspring, which is raised by the colony until it is able to fly and find a new hive to dominate. Its forelimbs have hands allowing it use devices created by humanoids and it can speak Common punctuated by clicks. Combat False queens avoid direct combat if at all possible, using whatever soldier caste exists in the hive to defend herself. She generally relies on her abilities and poisoned stinger to soften the threat so her minions are able to defeat the threat. Improved Grab (Ex): To use this ability, the false queen must hit with its bite attack. It gets a hold can sting at it full attack bonus. Poison (Ex): Sting; Fortitude save (DC 15); initial damage 1d4 temporary Wisdom, secondary damage 1d6 temporary Wisdom. Spell-like Abilities: At will-command, endure elements, summon swarm; 3/day-endurance, bull�s strength, greater magic fang; 1/day-dominate monster, insect plague. These abilities are as the spells cast by a 7th level sorcerer (Save DC 13 + spell level). Insect Growth (Sp): Once per day the false queen can increase the size and power of an insect as per animal growth as a sorcerer of its HD. Impersonate (Ex): A false queen can use scent to convince vermin that it is a member of the hive. By devouring a hive�s queen, it also gains the ability to produce workers and soldiers for the hive. |