Chimantis - the swarm is here


Homebrew and House Rules


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So I've been taking a look at unfettered eidolons today, actually for completely different reasons, but they gave me an idea.

For a while i've been annoyed by the fact that pathfinder has no "swarm". I'm talking about creatures like the Xenomorphs from Aliens, Tyranids from Warhammer 40k, or Zerg from Starcraft.
Looking at the high mutability of unfettered eidolons, i got an idea. To base this race off the creation rules for unfettered eidolons.
That would not only provide me with a few sample creatures, but give a nearly inexhaustible supply of different specialized variations, that they could have "evolved" into.

So here goes:

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Chimantis

The chimantis are a race of bizarre monstrosities that organize in hives, similar to eusocial insects. While the different classes can be extremely varied in appearance, all chimantis can be identified as such due to their similartiy to a bizarre amalgamtion of arthropods and reptiles or amphibians. They tend to have at least three pairs of limbs, a tail and a sharp toothed maw with two independently moving lower jaw halves, their bodies covered in chitinous plates. A winged chimantis has thick, almost leathery but still translucent insect-like wings.
chimantis communicate via an empathic link shared between all creatures within 90 feet of each other as well as a rudimentary but efficient language of hisses and clicks and pheromone traces. Each chimantis also has a set of strong instincts based on its role in the colony but it is also intelligent and capable of adapting to unusual situations, which allows a clony to funtion with minimal communication.
The massive chimantis matriarchs seem to be able to consciously modify the genetic makeup of their spawn and guide the evolution of their colony. They birth larvae containing all genetic variations the matriarch deems useful. These larvae have the ability to enter a metamorphosis into any of the chimantis variations "stored" in their genetic code. This metamorphosis, during which other stored genetic structures are discarded to preven accidental malformations, is triggered by a telepathic impulse of the matriarch. The source of the genetic material used in the evolution of a chimantis colony comes from prey either fed directly to the matriarch or consumed by a lesser chimantis which in turn is then fed to the matriarch.
A newborn matriarch "knows" only the genetic structures of the swarm's most basic forms: larvae, drones, soldiers and matriarchs, it must first consume differing genetic materials to create more complex forms. This means, a matriarch founding a new colony needs to first capture prey to diversify its swarm, while a matriarch taking over an existing colony can simply consume the necessary material from other individuals of its swarm.
All basic forms of chimantis are universally adapted to life in various environments, ranging from underwater to high mountains. They are excellent climbers and swimmers and can breathe underwater, which is why their colonies can be found in any of these environments. More specialized chimantis are usually only adapted to the environment of their specific colony, which keeps their genetic material simple and thus more capable of being specialized towards certain tasks.

Creating a chimantis
chimantis use the same creation rules as unfettered eidolons. They gain evolution points to spend on evolutions, however the following differences apply:
Alignment: chimantis always have the same alignment as their matriarch. Matriarchs are usually neutral.
Type: chimantis have the type aberration (chimantis) rather than outsider (extraplanar). Accordingly their CR is calculated using the aberrations line from table 1-2 in the bestiary. They have all features and traits associated with the aberration type. This means it automatically has only good will saves independent of base form.
Languages: chimantis only speak the chimantis language, a language that no other creatures are physically capable of speaking or understanding without magical aid.
Empathic Link (Su): chimantis have an empathic bond to their kin that allows them to communicate basic emotions to other chimantis within 90 ft. as per the Empathic Link ability of the Wizard's familiar.
Evolutions: chimantis are not allowed to take the Energy Attacks, Magical Flight, Resistance and Weapon Training evolutions, instead they add the following evolutions to the list of evolutions available to them:
Improved Damage (Ex, 1 EP): This works the same way as the summoner's eidolon's evolution of the same name.
Pincers (Ex, 1 EP): This works the same way as the summoner's eidolon's evolution of the same name.
Scent (Ex, 1 EP): This works the same way as the summoner's eidolon's evolution of the same name.
Ability Increase (Ex, 2 EP): This works the same way as the summoner's eidolon's evolution of the same name. It can only be applied once to an individual ability score, plus one additional time for each 4 HD the chimantis possesses after the first.
Poison (Ex, 2 EP): This works the same way as the summoner's eidolon's evolution of the same name. The chimantis must have at least 6 HD before selecting this evolution.
Tremorsense (Ex, 2 EP): This works the same way as the summoner's eidolon's evolution of the same name. The chimantis must have at least 6 HD before selecting this evolution.
Blindsense (Ex, 3 EP): This works the same way as the summoner's eidolon's evolution of the same name. The chimantis must have at least 7 HD before selecting this evolution.
Brood Telepathy (Su, 2 EP): The chimantis has the Telepathy (100 ft.) monster special ability, but can only use it to communicate with other chimantis. The chimantis must have at least 8 HD before selecting this evolution.
Breath Weapon (Ex, 4 EP): This works the same way as the summoner's eidolon's evolution of the same name but is an extraordinary ability, instead of supernatural and the chimantis can only choose fire or acid as energy type. The chimantis must have at least 7 HD before selecting this evolution.
Metamorphosis (Ex, 3 EP): This evolution is the chimantis larva's ability to permanently take on any evolved chimantis form available in the matriarch's gene pool at its birth. It is only available to small chimantis with the serpentine base form. Upon receiving the telepathic command from a chimantis with the Brood Telepathy evolution, the chimantis forms a chrysalis around its body, giving it a +10 bonus to Constitution, DR 5/- and a +10 bonus to natural armor. While in metamorphosis the chimantis has no intelligence score, loses all evolutions other than, improved natural armor, gills and metamorphosis, is helpless and immune to coup de grace and precision damage, such as from critical hits and sneak attacks. Each day the chrysalis and the chimantis inside grow one size category, until they reach the size category of the type the chimantis is transforming into. With each size category increase the chrysalis gains all bonuses and penalties for a size increase as noted in table an additional hit die, and a +5 bonus to DR and natural armor bonus, ability increases gained from hit dice are automatically spent on Constitution. Once the chrysalis has reached its final size category it takes one more day +1d6 hours to reach maturity, upon which the fully formed chimantis hatches. Hatching is a full-round action. A fully formed chimantis completely replaces all feats, skills, evolutions, hit dice (and bonuses gained from them) and base form with its new form.

Sample Chimantis

Chimantid Larva
--==CHIMANTIS LARVA CR - 1/2==--

XP 200
N small aberration (chimantis)
Init +4; [/b]Senses darkvision 60 ft.; Perception +0

===[b]DEFENSE===

AC 19, touch 15, flat-footed 15 (+4 Dex, +1 size, +4 natural)
hp 8 (1d8+4)
Fort[b] +1, [b]Ref +4, Will +2
Defensive Abilities evasion

===OFFENSE===

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +0 (1d4-1); tail slap +0 (1d4-1)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)

===STATISTICS===

Str 8, Dex 18, Con 13, Int 7, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 12 (can't be tripped)
Feats Toughness
Skills climb +11, stealth +12
Languages chimatite
SQ empathic link, evolution points (bite, climb, reach, tail, tail slap, ability increase (CON) [2], improved natural armor, swim, gills, metamorphosis[3])

===ECOLOGY===

Environment any
Organization colony (5+, plus 10+ drones, 5+ soldiers, 1 matriarch, 2+ specialized chimantis)
Treasure none

--==SMALL CHIMATID CHRYSALIS CR - 1/2==--
XP 200
N small aberration (chimantis)
Init -; [/b]Senses none

===[b]DEFENSE===

AC 20, touch 6, flat-footed 20 (-5 Dex, +1 size, +14 natural)
hp 10 (1d8+6)
Fort[b] +6, [b]Will +2
Defensive Abilities DR 5/-, helpless

===OFFENSE===

Speed 0 ft.
Space 5 ft.

===STATISTICS===

Str 8, Dex 0, Con 23, Int -, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 12 (can't be tripped)
SQ empathic link, evolution points (improved natural armor, gills, metamorphosis[3])

--==MEDIUM CHIMANTIS CHRYSALIS CR - 1==--
XP 400
N medium aberration (chimantis)
Init -; [/b]Senses none

===[b]DEFENSE===

AC 29, touch 5, flat-footed 29 (-5 Dex, +24 natural)
hp 21 (2d8+12)
Fort[b] +6, [b]Will +3
Defensive Abilities DR 10/-, helpless

===OFFENSE===

Speed 0 ft.
Space 5 ft.

===STATISTICS===

Str 8, Dex 0, Con 23, Int -, Wis 10, Cha 11
Base Atk +1; CMB -2; CMD 12 (can't be tripped)
SQ empathic link, evolution points (improved natural armor, gills, metamorphosis[3])

--==LARGE CHIMANTIS CHRYSALIS CR - 2==--
XP 600
N large aberration (chimantis)
Init -; [/b]Senses none

===[b]DEFENSE===

AC 38, touch 4, flat-footed 38 (-5 Dex, -1 size, +34 natural)
hp 31 (3d8+18)
Fort[b] +7, [b]Will +3
Defensive Abilities DR 15/-, helpless

===OFFENSE===

Speed 0 ft.
Space 10 ft.

===STATISTICS===

Str 8, Dex 0, Con 23, Int -, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 12 (can't be tripped)
SQ empathic link, evolution points (improved natural armor, gills, metamorphosis[3])

--==HUGE CHIMANTIS CHRYSALIS CR - 3==--
XP 800
N small aberration (chimantis)
Init -; [/b]Senses none

===[b]DEFENSE===

AC 47, touch 3, flat-footed 47 (-5 Dex, -2 size, +44 natural)
hp 46 (4d8+28)
Fort[b] +8, [b]Will +4
Defensive Abilities DR 20/-, helpless

===OFFENSE===

Speed 0 ft.
Space 15 ft.

===STATISTICS===

Str 8, Dex 0, Con 24, Int -, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 12 (can't be tripped)
SQ empathic link, evolution points (improved natural armor, gills, metamorphosis[3])

chimantis larvae are the undeveloped baseform of all chimantis. They can be triggered to grow into any fully developed and matured type of chimantis within a matter of days. It forms a resilient, growing chrysalis around its body, which feeds through root-like tendrils from a nutrient solution regurgitated onto the surrounding ground by other chimantis.
A chimantis larva resembles an enormous maggot, with the typical split jawed head of a chimantis, chitinous plates on its back and six vestigial legs. They are about 5 feet long from head to tail and weigh around 40 pounds.

Chimantid Drone
--==CHIMANTIS DRONE - CR 4==--

XP 1,200
N medium aberration (chimantis)
Init +3; [/b]Senses darkvision 60 ft.; Perception +8

===[b]DEFENSE===

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 37 (5d8+15)
Fort[b] +3, [b]Ref +4, Will +4
Defensive Abilities evasion

===OFFENSE===

Speed 40 ft., climb 40 ft., Swim 40 ft., burrow 20 ft.
Melee Bite +7 (1d6+4), 2 claws +7 (1d6+4)
Space 5 ft.; Reach 5 ft.

===STATISTICS===

Str 18, Dex 16, Con 14, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +X; CMD X (SPECIAL)
Feats Toughness, Nimble Moves, Endurance
Skills acrobatics +9 (+11 to balance), climb +16, swim +16, perception +8
Languages chimantis
SQ empathic link, evolution points (bite, legs [4], arms, burrow [3], claws, climb, tail, ability increase (Str) [2], improved damage (claws), swim, gills)

===ECOLOGY===

Environment any
Organization solitary, pair, patrol (2-20 + 2-10 soldiers) or colony (10+, plus 5+ larvae, 5+ soldiers, 1 matriarch, 2+ specialized chimantis)
Treasure none

Drones are the backbone of any chimantis colony, and make the vast majority of the swarm. They are both workers and basic warriors. In combat they use their excellent mobility and vast numbers to overwhelm foes. They use their ability to burrow with their vicious claws mainly to dig tunnels for the colony but also to support fighting swarms with surprise attacks from below. Drones move on four legs and use their exceptional strength to carry large burdens, such as prey, egg clutches or cocooned larvae around.
chimantis drones have two pairs of legs, one pair of long powerful hind legs, and shorter front legs which results in their body being bent exaggeratedly far forward, with the head actually below the tail in height. A pair of arms with elongated claws extends upward from the body in front of the front legs. A chimantis drone is about 4 feet tall at the hip and 9 feet long from head to tail. It weighs 160 pounds.

Chimantid Soldier
--==CHIMANTIS SOLDIER - CR 6==--

XP 2,400
N medium aberration (chimantis)
Init +2; [/b]Senses darkvision 60 ft.; Perception +6

===[b]DEFENSE===

AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
hp 60 (8d8+24)
Fort[b] +4, [b]Ref +7, Will +6
Defensive Abilities improved evasion

===OFFENSE===

Speed 30 ft., climb 30 ft., swim 30 ft.
Melee bite +10 (1d6+5), 4 claws +11 (1d8+5)
Space 5 ft.; Reach 5 ft.

===STATISTICS===

Str 21, Dex 16, Con 14, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +10; CMD 22
Feats Toughness, weapon Focus (claws), lightning reflexes, improved natural attack (claws), multiattack (B)
Skills acrobatics +14 (+16 to balance), climb +17, swim +17, stealth +9, perception +6
Languages chimantis
SQ empathic link, evolution points (arms [4], legs [2], claws [2], bite, tail, climb, swim, gills, improved evasion [3], improved damage (claws), ability increase (Str) [2], improved natural armor)

===ECOLOGY===

Environment any
Organization solitary, pair, patrol (2-10 + 2-20 drones) or colony (5+, plus 5+ larvae, 10+ drones, 1 matriarch, 2+ specialized chimantis)
Treasure none

Soldiers are more specialized but still basic combat variations of the chimantis. They are significantly stronger and tougher but also slower than drones and walk on two legs to free up an additional pair of limbs to use for deadly claws. They spearhead fighting swarms and weaken enemies so that drones can finish them off.
chimantis soldiers are bipedal, each of their four arms sporting a large, blade-like claw and their body covered in thick chitin plates and ends in a logn tail providing balance. The soldier is bent slightly forward and holds its claws beneath its torso when not attacking or running.
A chimantis soldier stands approximately 7 feet tall and weighs 240 pounds.

Chimantid Matriarch
--==CHIMANTIS MATRIARCH - CR 17==--

XP 102,400
N huge aberration (chimantis)
Init +5; [/b]Senses darkvision 60 ft.; Perception +28

===[b]DEFENSE===

AC 38, touch 13, flat-footed 33 (+5 Dex, -2 size, +25 natural)
hp 312 (25d8+200)
Fort[b] +16, [b]Ref +15, Will +16
Defensive Abilities evasion

===OFFENSE===

Speed 20 ft., climb 20 ft., swim 20 ft., fly 60 ft. (good)
Melee Bite +23 (2d8+25 +grab), 4 claws +24 (2d6+18 +grab), tail slap +21 (2d6+18)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (60 ft. line, 25d6 acid damage, reflex DC 27 for half, 3/day)

===STATISTICS===

Str 36, Dex 20, Con 22, Int 12, Wis 10, Cha 11
Base Atk +18; CMB +33; CMD 48 (can't be tripped)
Feats Toughness (2), Great Fortitude, Lightning Reflexes, Iron Will, Improved Natural Armor (2), Power Attack, Improved Natural Attack (pincers), Improved Natural Attack (bite), Weapon Focus (pincers), Snatch, Hover
Skills climb +41, fly +33, swim +41, perception +28, knowledge (dungeoneering) +29, knowledge (nature) +26, stealth -3
Languages chimantis, telepathy (100 ft. chimantis only)
SQ empathic link, evolution (bite, climb, reach, tail, tail slap, swim, gills, arms [6], claws [2], large [4], huge [6], brood telepathy [2], flight [4], breath weapon (acid line) [6])

===ECOLOGY===

Environment any
Organization colony (1, plus 5+ larvae, 10+ drones, 5+ soldiers, 2+ specialized chimantis)
Treasure triple

The chimantis matriarch is an enormous organism, mostly concerned with providing and guiding new larvae to transform into the types needed. They also take a basic leader role, and have an uncanny knowledge about their environments which helps them guide tactics when facing unusual foes. chimantis matriarchs are also capable of spraying a potent acid.
Newly hatched matriarchs usually leave the colony and fly large distances to found new colonies elsewhere but sometimes also replace dead the matriarch of an existing colony, or sometimes live alongside other matriarchs in the same colony, if the colony is particularly large.
The matriarch is similar to a massive version of a larva, however its limbs are more developed featuring deadly claws and it has two pairs of wings strong, leathery wings. It measures 20 ft. long and weighs 10,000 pounds.


This was extremely well thought out.


Thanks, I sketched the four presented versions now too:
Larva
Drone
Soldier
Matriarch


It's my massive walls of text that always turn people off from looking through my home brews, isn't it?


Threeshades wrote:
It's my massive walls of text that always turn people off from looking through my home brews, isn't it?

yeah, it's a hard lesson to learn I know.

edit:btw wonderful artwork. I do plan to incorporate the Chimantis into my current game somehow. Perhaps the players take shelter in a mine that was converted into a hive.


Threeshades wrote:


It's my massive walls of text that always turn people off from looking through my home brews, isn't it?

Maybe :)

However, as a xenomorph lover (platonic lover I should say) and 40k tyranid player, I was morally obliged to read this. Although I'm not too familiar with the concept of unfettered eidolons, I guess they're the opposite of the traditional "captivity" eidolons controlled by summoners.
I love the concept of the chimantis as a colony-organized swarm of aberrations (you could take a look at Magic: the Gathering's Slivers too). What I'd love to see is a kind of tyranid frenzy-like weakness when they're alone: they could go berserk (this for drone or higher CR chimantis) or enter a sleeping state (larvae and chrysalids should probably fall into this category). Some of them could even self-destruct in an eruption of digestive acids and ichor.

Concerning the illustrations: I dig almost all of them, except for the matriarch. Personally, I'd give her two strong back legs to support her abdomen (also, flying is much easier after a jump). However, such additional pair would probably increase her speed to 40 ft. so I don't know if that will work for you. Other than that, nice job, and yes, we do need more insectoid alien horrid species. I love when a player asks "but what's this bad guy motivation?" and the answer is just "hunger" or "survival".


dot


Perfect! Masterfully done!


Xeno-dot.

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