Frightful Fridays! Vengeants

Hello and welcome back for a not-quite-Friday Frightful Fridays! It’s been a while thanks to some chaos in my personal life, so I’ve got four interrelated monsters for you this time around. Vengeants originated from the feeling I have (and maybe others share) where I anger some insect (usually a flying, stinging insect rather than an ant which provides the basis for this set of monsters), and it will relentlessly pursue me until I’ve gotten to safety.

I hope you enjoy the vengeants. Hopefully, I’ll be back next week with another monster!

This oversized ant is the color of lead. Its powerful mandibles look like they could crush rock.
Vengeant Drone      CR 3
XP 800
LE Small magical beast
Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +10
DEFENSE
AC
16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +2
Defensive Abilities vengeant energy resistance, vengeant weapon resistance; Immunities mind-affecting effects
OFFENSE
Speed
30 ft., burrow 20 ft., climb 20 ft.
Melee bite +7 (1d8+2 plus grab), sting +7 (1d6+2 plus vengeant venom)
STATISTICS
Str
15, Dex 12, Con 15, Int 5, Wis 12, Cha 6
Base Atk +4; CMB +5 (+9 grapple); CMD 16 (24 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Climb +14, Perception +10
SQ double damage against objects, hive mind
ECOLOGY
Environment
any land
Organization solitary or detail (2–60)
Treasure none
SPECIAL ABILITIES
Double Damage Against Objects (Ex)
A vengeant drone that makes a full attack against an object or structure deals double damage.
Hive Mind (Ex) As long as there are at least two vengeants within 100 feet of each other, if one vengeant in the group is aware of a particular danger, they all are. No vengeant in a group is considered flanked or flat-footed unless all of them are.
Vengeant Energy Resistance (Ex) When a vengeant drone takes energy damage, it gains resistance 5 against that energy type until the end of its next turn.
Vengeant Venom (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d3 Dex damage; cure 1 save. If the target injured the vengeant drone with a melee weapon any time within the past 1 minute, the poison has the following changes: frequency 1/round for 6 rounds; effect 1d6 Dex damage; cure 2 consecutive saves. The save DC is Constitution-based.
Vengeant Weapon Resistance (Ex) When struck by a bludgeoning, piercing, or slashing weapon, a vengeant drone gains DR 2/— which applies to the type of weapon used. This DR lasts until the end of its next turn.

Seemingly crafted from bronze, this gigantic ant takes keen account of its surroundings.
Vengeant Soldier      CR 5
XP 1,600
LE Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +13
DEFENSE
AC
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 59 (7d10+21)
Fort +8, Ref +7, Will +4
Defensive Abilities vengeant energy resistance, vengeant weapon resistance; Immune mind-affecting effects
OFFENSE
Speed
40 ft., climb 30 ft.
Melee bite +11 (2d6+4 plus grab), sting +11 (1d8+4 plus vengeant venom)
Special Attacks controlled frenzy
STATISTICS
Str
19, Dex 14, Con 17, Int 9, Wis 14, Cha 6
Base Atk +7; CMB +11 (+15 grapple); CMD 23 (31 vs. trip)
Feats Improved Initiative, Power Attack, Skill Focus (Perception), Vital Strike
Skills Climb +16, Perception +13, Survival +3
SQ double damage against objects, hive mind
ECOLOGY
Environment
any land
Organization solitary, troop (2–20), or column (2–20 plus 30–120 vengeant drones)
Treasure none
SPECIAL ABILITIES
Controlled Frenzy (Ex)
If a vengeant soldier takes damage from a weapon attack, it gains a +2 morale bonus on attack and damage rolls against the creature that harmed the vengeant until the end of the vengeant’s next turn. If the vengeant successfully hits the creature, it gains a +8 morale bonus on Survival checks to track the creature for 1 hour.
Double Damage Against Objects (Ex) A vengeant drone that makes a full attack against an object or structure deals double damage.
Hive Mind (Ex) As long as there are at least two vengeants within 100 feet of each other, if one vengeant in the group is aware of a particular danger, they all are. No vengeant in a group is considered flanked or flat-footed unless all of them are.
Vengeant Energy Resistance (Ex) When a vengeant soldier takes energy damage, it gains resistance 10 against that energy type until the end of its next turn.
Vengeant Venom (Ex) Sting—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves. If the target injured the vengeant soldier with a melee weapon any time within the past 1 minute, the poison has the following changes: frequency 1/round for 8 rounds; effect 1d8 Dex damage; cure 3 consecutive saves. The save DC is Constitution-based.
Vengeant Weapon Resistance (Ex) When struck by a bludgeoning, piercing, or slashing weapon, a vengeant soldier gains DR 5/— which applies to the type of weapon used. This DR lasts until the end of its next turn.

Silver and black banding adorn this enormous flying ant.
Vengeant Executioner      CR 9
XP 6,400
LE Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +23
DEFENSE
AC
23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
hp 114 (12d10+48)
Fort +12, Ref +11, Will +8
Defensive Abilities evasion, vengeant weapon resistance; Immune mind-affecting effects, vengeant energy immunity
OFFENSE
Speed
40 ft., climb 30 ft., fly 40 ft. (average)
Melee bite +17 (2d8+5/19–20 plus grab), sting +17 (2d6+5 plus vengeant venom)
Special Attacks controlled frenzy, death attack (DC 17), sneak attack +6d6, vengeant piercing
STATISTICS
Str
21, Dex 16, Con 19, Int 13, Wis 18, Cha 12
Base Atk +12; CMB +17 (+21 grapple); CMD 30 (38 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Improved Vital Strike, Power Attack, Skill Focus (Perception), Vital Strike
Skills Climb +17, Fly +10, Perception +23, Stealth +24, Survival +15; Racial Modifiers +8 Stealth
Languages Common (can’t speak)
SQ hive mind
ECOLOGY
Environment
any land
Organization solitary or team (2–4)
Treasure none
SPECIAL ABILITIES
Controlled Frenzy (Ex)
If a vengeant executioner takes damage from a weapon attack, it gains a +2 morale bonus on attack and damage rolls against the creature that harmed the vengeant until the end of the vengeant’s next turn. Additionally, its attacks inflict 1d6 points of bleed to the creature. Finally, if the vengeant successfully hits the creature, it gains a +8 morale bonus on Survival checks to track the creature for 1 hour.
Death Attack (Ex) The vengeant executioner can make a death attack as if it were an assassin with a number of levels equal to half its Hit Dice.
Hive Mind (Ex) As long as there are at least two vengeants within 100 feet of each other, if one vengeant in the group is aware of a particular danger, they all are. No vengeant in a group is considered flanked or flat-footed unless all of them are.
Vengeant Energy Immunity (Ex) When a vengeant executioner takes energy damage, it gains immunity to that energy type until the end of its next turn. For 1 minute afterwards, it gains resistance 15 against that energy type.
Vengeant Piercing (Ex) If a creature has damage reduction that can be bypassed by a material (silver, cold iron, or adamantine, for example), the vengeant executioner’s attacks are treated as if made of that material for 1 minute after the first time it successfully strikes the creature.
Vengeant Venom (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex damage; cure 2 consecutive saves. If the target injured the vengeant executioner with a melee weapon any time within the past 1 minute, the poison has the following changes: frequency 1/round for 8 rounds; effect 1d4 Dex drain; cure 3 consecutive saves. The save DC is Constitution-based.
Vengeant Weapon Resistance (Ex) When struck by a bludgeoning, piercing, slashing, silver, cold iron, or non-chaotic aligned weapon, a vengeant executioner gains DR 10/— which applies to all applicable types of weapon used. This DR lasts until the end of its next turn.

A golden ant the size of an elephant flies gracefully while its wings make a deafening drone.
Vengeant Monarch      CR 15
XP 51,200
LE Huge magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +33
DEFENSE
AC
29, touch 9, flat-footed 28 (+1 Dex, +20 natural, –2 size)
hp 218 (19d10+114)
Fort +17, Ref +12, Will +13
Defensive Abilities vengeant weapon resistance; Immune mind-affecting effects, vengeant energy immunity
OFFENSE
Speed
40 ft., fly 60 ft. (good)
Melee 2 stings +25 (3d8+7/19–20 plus vengeant venom)
Space 15 ft.; Reach 10 ft.
Special Attacks death glare, distracting drone
STATISTICS
Str
25, Dex 12, Con 23, Int 19, Wis 24, Cha 18
Base Atk +19; CMB +28; CMD 39 (47 vs. trip)
Feats Alertness, Crippling Critical[APG], Critical Focus, Dazzling Display, Greater Vital Strike, Hover, Improved Critical (sting), Improved Vital Strike, Vital Strike, Weapon Focus (sting)
Skills Diplomacy +23, Fly +23, Intimidate +23, Knowledge (planes) +23, Perception +33, Sense Motive +30
Languages Common, Draconic, Infernal, Terran; telepathy 200 ft. (1 mile with other vengeants)
SQ hive mind
ECOLOGY
Environment
any land
Organization hive (1 plus 100–600 vengeant drones, 5–50 vengeant soldiers, and 1–4 vengeant executioners)
Treasure double
SPECIAL ABILITIES
Controlled Hive Frenzy (Ex)
Vengeants, other than the monarch, within the hive mind gain a +4 morale bonus on attack and damage rolls against any creature that harmed a vengeant within the hive mind. Additionally, the DC to save against a frenzied vengeant’s venom gains a +2 racial bonus. These bonuses last for 1 minute.
Death Glare (Ex) As a full-round action, a vengeant monarch glares, affecting a 60-foot cone. All creatures in the area that have damaged a vengeant in the past hour must make a DC 23 Fortitude save. Creatures poisoned by a vengeant take a –4 penalty on this save. Creatures that make this save are nauseated for 1 round and sickened for an additional 1d6 rounds. Those that fail take 200 points of damage. This is a death effect. The save DC is Charisma-based.
Distracting Drone (Ex) If a vengeant monarch flies at least 10 feet during its turn, casting within 100 feet of the monarch requires a concentration check (DC 15 + the level of the spell being cast). All other concentration checks and Perception checks involving hearing made inside this area have their DCs increased by 5. This is a sonic effect.
Hive Mind (Ex) As long as there are at least two vengeants within 1 mile of each other and within 1 mile of the monarch, if one vengeant in the group is aware of a particular danger, they all are. No vengeant in a group is considered flanked or flat-footed unless all of them are.
Vengeant Energy Immunity (Ex) When a vengeant monarch takes energy damage, it gains immunity to that energy type for 1 minute.
Vengeant Venom (Ex) Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 2d4 Dex damage; cure 3 consecutive saves. If the target injured any vengeant any time within the past hour, the poison has the following changes: frequency 1/round for 8 rounds; effect 1d6 Dex drain; cure 4 consecutive saves. The save DC is Constitution-based.
Vengeant Weapon Resistance (Ex) When struck by a bludgeoning, piercing, slashing, silver, cold iron, adamantine, or non-chaotic aligned weapon, a vengeant monarch gains DR 20/— which applies to all applicable types of weapon used. This DR lasts for 1 minute.

Planar scholars identified the vengeants’ ancient origins as a hive mind of devils tied to an insectile arch-devil, which fled to the Prime Material plane when its plans to usurp a more powerful arch-devil failed. The arch-devil adapted to its new environment and spawned children reminiscent of the devils that followed it. However, these new creatures absorbed the overwhelming desire for revenge at the heart of their progenitor. If they receive no harm from outsiders, they work together to mine riches from below their enclaves. When contact with others leads to conflict, the vengeants overreact, seeking to utterly destroy those that have harmed them.

Vengeants have a hierarchical structure typical of many insects. A single monarch produces drones, soldiers, and specialized assassins and imparts orders, with increasing complexity depending on the vengeant’s rank. Drones typically mine for ore and defend the hive, but the monarch may send dozens of them to assault an enemy fortress. Soldiers patrol the hive’s vicinity and lead drones in targeted assaults. Executioners have considerably more autonomy to carry out their missions to eliminate single or small groups of targets. The monarch’s natural lifespan reaches 200 years, and it produces an heir when it draws close to the end of its life. In an emergency, the monarch can “promote” a soldier or executioner to a monarch, which searches in secret for a suitable location for a new hive along with a handful of drones and soldiers.

A vengeant monarch is a reasonable neighbor and willingly negotiates treaties and pacts, which it rarely breaks. If the other party were to renege on a deal, the monarch spends much of its resources to eradicate the dealbreaker.

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