Legions of four-inch insectoids rapidly click-clack down the pit walls in an eerily coordinated formation. Armored in a razor-sharp, barbed carapace, each soldier brandishes a crab-like arm ending in a serrated stinger. The horde rasps in a humanlike voice “Die!”
Njaa’mende CR 7
XP 3,200
CE Fine magical beast (swarm)
Init +9; Senses dark vision 60 ft., tremorsense 30 ft.; Perception +10
----- Defense -----
AC 24, touch 23, flat-footed 19(+5 Dex, +1 natural, +8 size)
hp 76 (9d10+27)
Fort +9, Ref +11, Will +7
Immune paralysis, sleep, swarm traits, weapon damage; Resist fire 5, Weaknesses vulnerability to cold
----- Offense -----
Speed 30 ft., burrow 15 ft., climb 30 ft.
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 17), consume
Spell-Like Abilities (CL 9; concentration +11)
At will—bleed (DC 12), dancing lights, mage hand, silent image (DC 13)
3/day—obscuring mist, rainbow pattern (DC 16), stone shape
----- Statistics -----
Str 3, Dex 20, Con 16, Int 9, Wis 14, Cha 14
Base Atk +9; CMB — ; CMD —
Feats Acrobatic Steps, Endurance, Improved Initiative, Iron Will, Nimble Moves
Skills Bluff +3, Climb +9, Craft (trapmaking) +5, Perception +10, Stealth +21; Racial Modifiers +8 Climb, +2 Craft (trapmaking), +2 Perception, +16 Stealth
Languages Common
SQ sound mimicry (animals, voices)
----- Ecology -----
Environment warm jungle
Organization solitary, legion(2-4 swarms), or colony (5-15 swarms)
Treasure incidental
----- Special Abilities -----
Consume (Ex) The njaa’mende can rapidly consume any creature they swarm over. Against helpless or nauseated targets, the njaa’mende’s swarm attack deals 6d6 points of damage.
Poison (Ex) Swarm—injury;save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 fire and 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Njaa’mende revel in slaughter and are among the most efficient hunters in the Mwangi Expanse. Utilizing near-human intelligence, the njaa’mende employ cunning tactics and magical abilities to make up for their minuscule size. They combine elaborate pit traps with deception and illusions to lure prey into deadly ambushes. When a trap is triggered, the njaa’mende swarm in and quickly devour the hapless creature. Soldiers bite and sting, and their serrated stingers cut through tough hide easily to inject a boiling poison. The searing toxin softens tissue, making it easier to consume. Colonies have been known to bring down prey as large as a high girallon; however the njaa’mende prefer humanoids.
Colonies of njaa’mende divide labor among castes similar to ants, except that a njaa’mende hive submits completely to the telepathic will of a solitary queen. She rules over a territory of about a mile in any direction from the central hive, where she spends her life laying eggs, analyzing complex stimuli received from her soldiers, and directing the colony.
Njaa’mende queens are careful to ensure succession. As a queen nears the end of her lifespan, she births an heir. When the heir reaches maturity, she consumes the old queen, absorbing the racial memory of her predecessors and becoming the mind of the colony. Should a queen die with no heir, her colony becomes fatally complacent, neither eating nor working until it also perishes.
Only in cases where the hive is directly threatened does the queen join an attack swarm. In those rare circumstances, the queen is better able to focus her attention and that swarm gains a +2 racial bonus to Intelligence, Wisdom, and Charisma. If the queen’s swarm is defeated, there is a 10% chance that the queen was killed.
Many njaa’mende colonies are religious, following either Lamashtu, their progenitor, or the destroyer Rovagug, whom their nature emulates.