TEXT:  
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
   
  Bug Larva 
   
  Tiny sized Aberration  
   
   
  HP: 
   
   
  Hit Dice:  ½ d8 (4hp) 
  Initiative:  +4 (Dex) 
  Speed:  20 ft; 
  AC:  18; (+2 size, +4 Dex, +2 Natural) 
  Attacks:  Mandible Bite -4 melee; 
  Damage:  Mandible Bite 1d4-4 
  Face/Reach:  2 ½ ft. by  2 ½  ft./0 ft. 
  Special Attacks:  - 
  Special Qualities:  Immunities, Blind sight 
  Saves:  Fort +0, Ref +4, Will +2; 
  Abilities:  Str 2 (-4), Dex 18 (+4), Con 10 (+0), Int -- (--), Wis 10 (+0), Cha 9 (-1); 
  Skills:  - 
  Feats:  - 
   
   
  Climate/Terrain:  Any land (usually Subterranean) 
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  ½  
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  - 
   
  This two foot long wriggling grub has a yellow-white pasty colouration starting at its head and moving 
  towards it’s end turns a reddish colour.  Looking something like a four-legged maggot with two small 
  macerating mandibles under a pair of undeveloped sightless eyes the Bug Larva. 
   
  All bugs initially start off as an egg, laid by the queen then over a period of two weeks they hatch into 
  these larval grubs whose sole purpose for being is to feed, devouring everything in their path for 
  another six weeks.  In this way they are served by Worker and occasionally sentry bugs that bring 
  them a constant stream of food.  At the end of this further six week period the Larval Grubs go into a 
  chrysalis form excreting saliva that hardens into a tough yet flexible crust that they then 
  metamorphose into the bug form, which will be their final form.  This metamorphosis takes a further 
  two to four week period varying on the final bug form to be assumed.  In the chrysalis form, Bug Larva 
  have a shell with a hardness of 15 and are immune to critical hits but cannot move and have a Dex of 
  0.  (It should be noted no larva would turn into a queen unless a bug hive has grown to such a size 
  that warrants it splitting into a separate hive). 
  In times when the hive is threatened the bug Larva are moved to safer locations by the Chariot bugs 
  that drag the larva away. 
  The Bug Larva is incapable of communication at this point in their development.  
   
  Combat: 
  The Bug Larva are voracious creatures always hungry and will try to eat anything except other bugs 
  that their mouths come into contact with. 
  Blind Sight (Ex):  Invisibility and Darkness are irrelevant to the Bug Larva, though it still can’t discern 
  ethereal beings.  They do not need to make spot or listen checks to notice creatures within 60 feet. 
  Immunities (Ex):  The Bug Larva is immune to all Radiation, Poison, Cold and all Gaze effects. 
   
  
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
   
  Chariot Bug 
   
  Small sized Aberration 
   
   
  HP: 
   
   
  Hit Dice:  2d8 (8hp) 
  Initiative:  +3 (Dex) 
  Speed:  40 ft, Burrow 10ft; 
  AC:  20; (+1 size, +3 Dex, +6 Natural) 
  Attacks:  Mandible Bite -1 melee; 
  Damage:  Mandible Bite 1d6-2 
  Face/Reach:  5 ft. by 5 ft./5 ft. 
  Special Attacks:  - 
  Special Qualities:  Immunities, Tremor sense 
  Saves:  Fort +0, Ref +3, Will +5; 
  Abilities:  Str 7 (-2), Dex 16 (+3), Con 11 (+0), Int 6 (-2), Wis 14 (+2), Cha 12 (+1); 
  Skills:  Listen +7, Spot +7, Hide +9, Move Silently +9, Wilderness lore +4; 
  Feats:  Alertness; 
   
   
  Climate/Terrain:  Any land (usually Subterranean) 
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  ½  
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  3-4 HD (Medium) 
   
  This meter long vaguely diamond shaped bug also occasionally known as the “Sentry bug” scuttles 
  low to the floor on six short legs, it’s tough bio exoskeleton covering is often grey to black in colouring 
  with orange through to red highlights and mottling.  The Chariot bug has a small mouth with short 
  sharp mandibles to either side of it, which it uses to macerate anything it comes into contact with. 
   
  Chariot Bug due to their size are the perfect size to pass unnoticed and as such are used by a Bug 
  Hive as sentries keeping a constant vigil on all entrances and exits and important chambers 
  throughout the Bug Hive.  Oddly enough however the Chariot Bugs are totally blind, but due to their 
  very sensitive antennae they can detect microscopic disturbances in the air and vibrations in the 
  ground making it almost impossible to pass them without notice.  Chariot bugs are also used to move 
  the bug larva and carry food back and forth throughout a bug hive. 
  The Chariot Bug communicates via Movements of its antennae and buzzing sounds as well as by 
  thermal emission. 
   
  Combat: 
  The Chariot bug is cowardly by nature, not really designed for combat, lacking the size and brute 
  strength that its larger cousins have.  If forced to attack it is usually because they are cornered or 
  because a foe is disabled or prone. 
  Tremor Sense (Ex):  Invisibility and Darkness are irrelevant to the Chariot Bug from disturbances in 
  the air and vibrations in the ground it can detect anything within 120 feet radius of it without the need 
  for any Spot or Listen rolls. 
  Immunities (Ex):  The Chariot Bug is immune to all Radiation, Poison, Cold and all Gaze effects. 
   
  
   
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Worker Bug 
   
  Medium sized Aberration 
   
   
   
  HP: 
   
   
  Hit Dice:  2d8+6 (15hp) 
  Initiative:  +1 (Dex) 
  Speed:  40 ft, Burrow 30ft; 
  AC:  17; (+0 size, +1 Dex, +6 Natural) 
  Attacks:  2 Digging Claws +4, 2 Crushing 
  Mandibles +2 melee 
  Damage:  Digging Claws 1d4+4, Crushing 
  Mandibles 1d3+1  
  Face/Reach:  5 ft. by 5 ft./5 ft. 
  Special Attacks:  - 
  Special Qualities:  Immunities, Tremor sense, Secretion 
  Saves:  Fort +3, Ref +1, Will +3; 
  Abilities:  Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int 6 (-2), Wis 10 (+0), Cha 8 (-1); 
  Skills:  Knowledge (Construction) +4, Intuit Direction +3, Listen +3 
  Feats:  Multiattack, Endurance 
   
   
  Climate/Terrain:  Any land (usually Subterranean) 
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  1 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  3-4HD (large) 
   
  This eight feet long, wide bug, has a dull metallic grey carapace, which can vary from green to yellow 
  and brown for highlights.  The Worker bugs large wide squat body is quite well armoured and sits atop 
  four powerful legs, which can hold the worker in place.  At the front of its body to the side of its head 
  are two upraised legs that end in super sharp pointed feet, designed for tunnelling away at anything up 
  to and including hard rock.  Below its mouth are four almost blunt club like mandibles that can be used 
  for shovelling food into it’s maw but also for moving dirt and rock tunnelled through back behind it, 
  through its legs and also when necessary to crush rocks and debris into smaller pieces by driving 
  them down on them like pile drivers. 
  The Worker bugs spend their days tunnelling and constructing around the bug hive, expanding it, 
  repairing it, building walls, closing off entrances and so on, they can tunnel for miles and help allow for 
  the huge growth in size that some hives manage to attain due to the amount of space they have to 
  expand into.  Worker bugs also scavenge any food they come across while collecting parts and pieces 
  for their builds and return it to the Bug Larva via the Chariot bugs. 
  The Worker Bug communicates via a deep croaky groan and a series of deep clicks.   And as with all 
  Bugs it has Darkvision 60 feet. 
   
  Combat: 
  The Worker Bugs are not fighters by nature and will almost always retreat to allow the warrior bugs to 
  do any fighting, however if cornered or they are prevented from doing their work in some fashion they 
  can strike out with their very powerful digging claws and crush a foe with repeated hits from their 
  crushing mandibles. 
  Blind Sight (Ex):  Invisibility and Darkness are irrelevant to the Bug Larva, though it still can’t discern 
  ethereal beings.  They do not need to make spot or listen checks to notice creatures within 60 feet. 
   
  
   
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Secretion (Ex):  The Worker bugs can secrete a thick viscous fluid that they use to build vessels, 
  supports, walls and so forth with, as well as to line the Queen chamber and most of the passages in 
  the central hive area.  They can wall off a 10 foot cubed section of space in 1d4 rounds.  The build 
  hardens in a further 1d4 rounds at, which point it is   Each 10 foot section is Hardness 15, and 3600 hit 
  points, however this secretions takes three turns to harden so in the first turn is Hardness 5, 1200 hit 
  points, in the second turn Hardness 10, and 2400 hit points, and then in the third and final turn the full 
  stated amount.  Workers can also secrete bile, which will dissolve their hardened secretions causing 
  them to lose 1d3 hardness per round until they reach zero and collapse entirely. 
  Immunities (Ex):  The Worker Bug is immune to all Radiation, Poison, and Cold effects. 
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Bug Spitter 
   
  Large sized Aberration 
   
   
   
  HP: 
   
   
  Hit Dice:  4d8+12 (30hp) 
  Initiative:  +2 (Dex) 
  Speed:  60 ft; 
  AC:  17; (-1 size, +2 Dex, +6 Natural) 
  Attacks:  2 Thrusting Claws +7 melee 
  Damage:  Thrusting Claws 1d6+6 
  Face/Reach:  5 ft. by 10 ft./5 ft. 
  Special Attacks:  Neuro Toxin Gas 
  Special Qualities:  Immunities 
  Saves:  Fort +4, Ref +6, Will +4; 
  Abilities:  Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 3 (-4), Wis 11 (+0), Cha 8 (-1); 
  Skills:  Listen +3, Spot +3; 
  Feats:  Lightning Reflexes; 
   
   
  Climate/Terrain:  Any land (usually Subterranean) 
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  3 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  5-10 HD (Huge) 
   
  These large red and black scarab like bugs, move on four very long flexible legs, their large body 
  mass is armoured and their heads are all but obscured by a large sac, which they fill with the neuro 
  toxin gas they produce internally and are able to expel in a cloud via a long hollow tubular nose.  The 
  Bug Spitter is quite fleet, being lighter than many of the more commonplace bug types. 
   
  The Bug Spitters are most often deployed into areas of the hive that have fallen to enemy forces, or 
  into enemy compounds, where they release their Neuro Toxin into the air to incapacitate foes, placing 
  them in a cataleptic state meaning it’s victims are alive when the bugs tear them to pieces, but are 
  unable to react. 
  The Bug Spitter Bug communicates with a honking and rumbling sound, and as with all Bugs it has 
  Darkvision 60 feet. 
   
  Combat: 
  The Bug Spitter bug is a bug shock trooper, not particularly hardy but charges into the midst of the 
  enemies as directed and releases its toxin; they then fall back to friendly territory.  Anyone who gets to 
  close gets impaled on its forward legs. 
  Improved Grab (Ex):  To use this ability, the Bug Spitter bug must hit with its Thrusting claws attack.  
  If it gets a hold, it deals automatic bite damage; each round the claws is maintained.  If the Bug Spitter 
  bug is damaged after grabbing its prey, it tends to drop the foe and release its toxin into the air. 
  Neuro Toxin Gas (Ex):  The Bug Spitter can expel a cloud of Neuro toxin that fills a 30 foot cubed 
  area that affects all living beings within it must make a Fortitude save (DC15) or suffer the effects, 
  Initial Damage:  Cataleptic state for 1d6 minutes, Secondary Damage:  Catalepsy 1d6 hours.   A Bug 
  Spitter may only produce such a cloud once every 4 rounds. 
  Immunities (Ex):  The Bug Spitter Bug is immune to all Radiation, Poison, and Cold effects. 
   
   
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Hopper Bug 
   
  Large sized Aberration 
   
   
   
  HP: 
   
   
  Hit Dice:  4d8+12 (30hp) 
  Initiative:  +4 (Dex) 
  Speed:  40 ft, Fly 100ft (good); 
  AC:  19; (-1 size, +4 Dex, +6 Natural) 
  Attacks:  Bite +7, 2 Scything Claws +5, 
  Stinger +5 melee; 
  Damage:  Bite 2d6+4, Scything Claws 
  1d6+2, Stinger 1d8+2 
  Face/Reach:  5 ft. by 10 ft./5 ft. 
  Special Attacks:  Improved Grab, Augmented Critical 
  Special Qualities:  Immunities 
  Saves:  Fort +4, Ref +5, Will +5; 
  Abilities:  Str 18 (+4), Dex 18 (+4), Con 16 (+3), Int 3 (-4), Wis 13 (+1), Cha 11 (+0); 
  Skills:  Intuit Direction +4, Spot +4; 
  Feats:  Multiattack, Flyby Attack; 
   
   
  Climate/Terrain:  Any  
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  3 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  5-6 HD (Large) 
   
  These large beasts are almost like large chitinous wasps, with a sharp piercing stinger like blade that 
  bends forward under its abdomen.  It lands on four long legs, and has two forward legs that end in 
  razor sharp scythe like blades capable of cutting steel with ease.  The Hopper bugs has four 
  amazingly beautiful dragonfly like wings, their bodies are iridescent green and black in colour making 
  the overall creature appear very beautiful yet hiding its deadly nature. 
   
  They are used by the Bug Hives to scout and also to provide airborne support against enemies, they 
  swoop down on their foes from above.  The Hoppers communicate via clicks of their legs and by the 
  buzz and Heat generated by their wings.  As with all bugs they have Darkvision 60 feet. 
   
  Combat: 
  The Hopper bug is a creature in constant motion, it leaps and swoops down onto it’s prey scything 
  them in two as it passes or impaling them on its stinger and flying away with them to devour at its 
  leisure. 
  Improved Grab (Ex):  To use this ability, the Hopper bug must hit with its Stinger attack.  If it gets a 
  hold, it deals automatic Stinger damage, each round the Impalement is maintained.  If the Hopper bug 
  is damaged after impaling its prey, it retreats to the sky often dropping the target on the ascent. 
  Augmented Critical (Ex):  The Hopper bugs scything claws are extraordinarily sharp and as such 
  with these it can cause a critical on an 18-20/x3.  
  Immunities (Ex):  The Hopper Bug is immune to all Radiation, Poison, and Cold effects. 
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Warrior Bug 
   
  Large sized Aberration 
   
   
   
  HP: 
   
   
  Hit Dice:  6d8+27 (54hp) 
  Initiative:  +2 (Dex) 
  Speed:  60 ft, Burrow 20ft; 
  AC:  18; (-1 size, +2 Dex, +7 Natural) 
  Attacks:  Bite +9, 2 Piercing Claws +7 
  melee; 
  Damage:  Bite 2d6+5, Piercing  
  Claws 1d6+2 
  Face/Reach:  5 ft. by 10 ft./5 ft. 
  Special Attacks:  Improved Grab, Rage, and Ferocity 
  Special Qualities:  Immunities 
  Saves:  Fort +6, Ref +4, Will +5; 
  Abilities:  Str 20 (+5), Dex 14 (+2), Con 18 (+4), Int 3 (-4), Wis 10 (+0), Cha 8 (-1); 
  Skills:  Listen +3, Spot +3; 
  Feats:  Multiattack, Toughness; 
   
   
  Climate/Terrain:  Any land (usually Subterranean) 
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  5 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  7-10 HD (Large) 
   
  These large Arachnid like beasts charge about on four powerful widely spaced legs, which carry the 
  mass of the beast easily at high speeds.  Its central body mass is yellow and black in colouration and 
  striped and mottled more often than not.  A massive beak like maw made of toughened cartilage takes 
  up the front of its body, which it uses to grab and crush its foes under massive biting strength, easily 
  able to cleave an armoured man in two.  The two front legs of the Warrior bug do not touch the ground 
  like the other four and are instead used purely as weapons ending in long sharp barbed blades, which 
  the Warrior thrusts and stabs into its foe. 
   
  The Warriors are rarely found alone and are used to defend the Bug Hive, swarming out of the 
  entrances or up out of the ground to defend it.  The creatures are often snapping, growling and hissing 
  at each other.  All the time they are working themselves into a furious frenzy. 
  The Warrior Bug communicates with roars and screeches and posturing, and as with all Bugs it has 
  Darkvision 60 feet. 
   
  Combat: 
  The Warrior bug is a creature of pure destruction, bred for war to defend the Hive, it is fast moving 
  able to chase down most prey and almost always attempts to bit its prey first often snapping them in 
  two, all the while it thrusts and stabs with its two piercing claws impaling and shredding its foe in a 
  furious frenzy 
  Improved Grab (Ex):  To use this ability, the Warrior bug must hit with its Bite attack.  If it gets a hold, 
  it deals automatic bite damage, each round the bite is maintained.  If the Warrior bug is damaged after 
  grabbing its prey, it retreats backward towards its companions where they all grab and tear at the 
  creature pulling it to pieces. 
   
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Rage (Ex):  The Warrior Bug that takes damage in combat flies into a berserk rage the following 
  round, stabbing and biting madly until either it or its opponent is dead.  An enraged Warrior bug gains 
  +4 Strength, +4 Constitution, and –2 AC.  The Bug cannot end the rage voluntarily, and it lasts for the 
  whole of the encounter. 
  Ferocity (Ex):  The Warrior Bug is such a tenacious combatant that it continues to fight without 
  penalty even while disabled or dying (see page 129 in the Players Handbook). 
  Immunities (Ex):  The Warrior Bug is immune to all Radiation, Poison, and Cold effects. 
   
   
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Chameleon Bug 
   
  Large sized Aberration 
   
   
   
  HP: 
   
   
  Hit Dice:  6d8+18 (45hp) 
  Initiative:  +5 (Dex) 
  Speed:  60 ft, Climb 30ft 
  AC:  20; (-1 size, +5 Dex, +6 Natural) 
  Attacks:  Bite +8/+3, 2 Piercing Claws 
  +11/+6, melee; 
  Damage:  Bite 2d6+2, Scything Claws 
  1d6+4,  
  Face/Reach:  5 ft. by 10 ft./5 ft. 
  Special Attacks:  Improved Grab, Augmented Critical, Sneak Attack +2d6, Pounce 
  Special Qualities:  Immunities, Chameleon 
  Saves:  Fort +5, Ref +7, Will +7; 
  Abilities:  Str 18 (+4), Dex 20 (+5), Con 16 (+3), Int 7 (-2), Wis 14 (+2), Cha 12 (+1); 
  Skills:  Climb +8, Hide +7*, Intuit Direction +4, Listen +5, Jump +14, Move Silently +8, Search +2; 
  Spot +5, 
  Feats:  Multiattack, Weapon Finesse (claws); 
   
   
  Climate/Terrain:  Any  
  Organization:  Solitary 
  Challenge Rating:  5 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  7-8 HD (Large) 
   
  These large beasts are like Big beautiful green, yellow and red Preying Mantises, they move on six 
  legs, which they can use to charge down a foe, or climb with relative ease, these powerful legs also 
  allow them to pounce on their enemies in huge leaps.  They have an almost triangular shaped head 
  that can turn nearly all the way around and has round eyes on each side that can focus independently 
  on different things, making it very tough to surprise a Chameleon bug. 
   
  They are used by the Bug Hives to kidnap or assassinate important enemies, strike from ambush and 
  hunt down stragglers.  The Chameleons communicate via clicks of their legs and by the buzz and 
  Heat generated by their wings.  As with all bugs they have Darkvision 60 feet. 
   
  Combat: 
  The Chameleon bug is a creature of stealth and cunning, it strikes from concealment, pouncing on a 
  foe and ripping them to shreds with its claws. 
  Improved Grab (Ex):  To use this ability, the Chameleon bug must hit with its Bite attack.  If it gets a 
  hold, it deals automatic Bite damage, each round the bite is maintained.  If the Chameleon bug is 
  damaged after biting its prey, it retreats to the shadows waiting for another ambush. 
  Augmented Critical (Ex):  The Chameleon bugs piercing claws are extraordinarily sharp and as such 
  with these it can cause a critical on an 18-20/x3.  
  Sneak Attack (Ex):  If the Chameleon bug catches its foe unawares (basically whenever flanked or 
  denied Dex bonus to AC) it can make a sneak attack adding +2d6 to each piercing claw attack. 
  Pounce (Ex):  If the Chameleon bug leaps upon a foe in the first round of combat it can make a full 
  attack even if it has already taken a move action. 
   
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Chameleon (Ex):  The Chameleon bug has the ability to blend with its surroundings giving it a +8 
  racial bonus to Hide checks so long as stationary. 
  Immunities (Ex):  The Chameleon Bug is immune to all Radiation, Poison, and Cold effects. 
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Brain Bug 
   
  Huge sized Aberration  
   
   
  HP: 
   
   
  Hit Dice:  7d8+42 (73hp) 
  Initiative:  +1 (Dex) 
  Speed:  40 ft 
  AC:  15; (-2 size, +1 Dex, +6 Natural) 
  Attacks:  Proboscis +10 melee; 
  Damage:  Proboscis 2d6+7 
  Face/Reach:  10 ft. by 20 ft./10 ft. 
  Special Attacks:  Mind Drain, Hive Mind, and Dominate Person 
  Special Qualities:  Immunities, SR 25 
  Saves:  Fort +8, Ref +3, Will +11; 
  Abilities:  Str 20 (+5), Dex 12 (+1), Con 22 (+6), Int 18 (+4), Wis 16 (+3), Cha 14 (+2); 
  Skills:  Listen +7, Spot +7, Intimidate +10, Knowledge (Geography) +17, Knowledge (Biology) +14; 
  Feats:  Dodge, Expertise, Iron Will, Skill Focus (Knowledge) 
   
   
  Climate/Terrain:  Any  (Usually subterranean) 
  Organization:  Solitary 
  Challenge Rating:  5 
  Treasure:  Standard 
  Alignment:  Usually Neutral 
  Advancement:  By Character Class 
   
  These huge blubbery bugs move on many small insect legs hidden under its mass, seeming almost to 
  ooze across the ground.  It’s face has eight large glossy black eyes that hint at the beasts intelligence, 
  and in the centre of its face is a large slime encrusted sphincter like mouth from with a long 
  telescoping hollow tube-like proboscis can extend.  To the sides of this mouth are small atrophied 
  mandibles.  Brain Bugs are a fleshy brown Caucasian colouration. 
   
  They are the cores of any Bug Hive, they are hidden away protected by many bugs in a central cavern 
  usually, only leaving to interrogate prisoners or explore some ruin and almost always with an 
  entourage of Chariot and Warrior bugs.  Without a Brain bug a Bug Hive lacks direction and 
  coordination and often turns on itself.  The Brain Bugs communicate via its Hive Mind ability.  As with 
  all bugs they have Darkvision 60 feet. 
   
  Combat: 
  The Brain Bug does not attack if it can be helped remaining instead far from any battles, but if in a 
  position where it must fight it impales foes with its proboscis, though typically retreats instead if the 
  option is available. 
  Mind Drain (Ex):  To use this ability the Brain Bug must first strike with its Proboscis, if it succeeds it 
  can inflict proboscis damage each round as it sucks the targets brain matter up through it into itself.  
  The overall effect of this is that the Brain bugs Mind Drain attack causes 1d6 permanent Intelligence 
  damage until the targets Intelligence reaches zero at which point they are dead.  During this draining 
  effect the target must make a Will save (DC21) or tell the Brain Bug one answer to any question it 
  asks about anything the target knows, this reflects the knowledge the Brain Bug extracts from the 
  brain matter devoured. 
  Hive Mind (Ex):  All Bugs within 50 miles of their Brain Bug are in constant communication.  If one in 
  a group is not flat footed, none of them are.  No bug in a group is considered flanked unless all of 
  them are. 
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Dominate Person (Su):  The Brain Bug can after one round of Mind Draining a Target instead secrete 
  an enzyme from itself into the targets head, which links them to the Hive Mind, effectively allowing the 
  brain bug to control them.  It works as the Spell cast by a 12th level sorcerer (save DC 21), although 
  the subject may be of any type (so long as it is live) and may be up to large size.  A single brain bug 
  can dominate no more than a single target at any one time.  
  Immunities (Ex):  The Brain Bug is immune to all Radiation, Poison, Cold and Mind Influencing 
  effects. 
   
  GM’s Note:  Regarding the Hive Mind ability and its effects upon all nearby bugs, a GM should take 
  this effect into consideration when determining an encounters ECL where a Brain Bug is present. 
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Royal Warrior Bug 
   
  Large sized Aberration 
   
   
   
  HP: 
   
   
  Hit Dice:  9d8+48 (88hp) 
  Initiative:  +3 (Dex) 
  Speed:  60 ft, Burrow 20ft; 
  AC:  19; (-1 size, +3 Dex, +7 Natural) 
  Attacks:  Bite +12/+7, 2 Piercing Claws 
  +10/+5 melee; 
  Damage:  Bite 2d6+6, Piercing  
  Claws 1d6+3 
  Face/Reach:  5 ft. by 10 ft./5 ft. 
  Special Attacks:  Improved Grab, Rage, and Ferocity 
  Special Qualities:  Immunities 
  Saves:  Fort +8, Ref +6, Will +6; 
  Abilities:  Str 22 (+6), Dex 16 (+3), Con 20 (+5), Int 7 (-2), Wis 10 (+0), Cha 10 (+0); 
  Skills:  Listen +9, Spot +9, Intuit Direction +6; 
  Feats:  Multiattack, Toughness; 
   
   
  Climate/Terrain:  Any land (usually Subterranean) 
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  7 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  10-12 HD (Huge) 
   
  This large Arachnid like beasts appear as normal Warrior bugs, but are slightly larger, they charge 
  about on four powerful widely spaced legs, which carry the mass of the beast easily at high speeds.  
  Its central body mass is brightly coloured, yellow and black and striped and mottled more often than 
  not.  A massive beak like maw made of toughened cartilage takes up the front of its body, which it 
  uses to grab and crush its foes under massive biting strength, easily able to cleave an armoured man 
  in two.  The two front legs of the Warrior bug do not touch the ground like the other four and are 
  instead used purely as weapons ending in long sharp barbed blades, which the Royal Warrior thrusts 
  and stabs into its foe. 
   
  The Royal Warriors are the officers of the Warrior bugs, there is always one Royal Warrior found for 
  every ten normal Warrior bugs.  The Royal Warrior is more intelligent and cunning than the normal 
  Warriors and can bring order to the frenzying mass, screeching directions that the brain bugs provide 
  them at the swarms of Warriors they control. 
  The Royal Warrior Bug communicates with roars and screeches and posturing, and as with all Bugs it 
  has Darkvision 60 feet. 
   
  Combat: 
  The Warrior bug is a creature of pure destruction, bred for war to defend the Hive, it is fast moving 
  able to chase down most prey and almost always attempts to bit its prey first often snapping them in 
  two, all the while it thrusts and stabs with its two piercing claws impaling and shredding its foe in a 
  furious frenzy 
  Improved Grab (Ex):  To use this ability, the Warrior bug must hit with its Bite attack.  If it gets a hold, 
  it deals automatic bite damage, each round the bite is maintained.  If the Warrior bug is damaged after  
   
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Grabbing its prey, it retreats backward towards its companions where they all grab and tear at the 
  creature pulling it to pieces. 
  Rage (Ex):  The Warrior Bug that takes damage in combat flies into a berserk rage the following 
  round, stabbing and biting madly until either it or its opponent is dead.  An enraged Warrior bug gains 
  +4 Strength, +4 Constitution, and –2 AC.  The Bug cannot end the rage voluntarily and it lasts for the 
  duration of the encounter. 
  Ferocity (Ex):  The Warrior Bug is such a tenacious combatant that it continues to fight without 
  penalty even while disabled or dying (see page 129 in the Players Handbook). 
  Immunities (Ex):  The Warrior Bug is immune to all Radiation, Poison, and Cold effects. 
   
   
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Cherry Bomber  
   
  Huge sized Aberration  
   
   
  HP: 
   
   
  Hit Dice:  10d8+50 (95hp) 
  Initiative:  +2 (Dex) 
  Speed:  50 ft, Burrow 10ft; 
  AC:  18; (-2 size, +2 Dex, +8 Natural) 
  Attacks:  Bite +14/+9 melee; 
  Damage:  Bite 2d8+10 
  Face/Reach:  10 ft. by 20 ft./10 ft. 
  Special Attacks:  Improved Grab, Bile bomb Spitting, Trample 
  Special Qualities:  Immunities 
  Saves:  Fort +8, Ref +5, Will +8; 
  Abilities:  Str 24 (+7), Dex 14 (+2), Con 20 (+5), Int 3 (-4), Wis 12 (+1), Cha 10 (+0); 
  Skills:  Listen +3, Spot +3, Jump +4 
  Feats:  Run 
   
   
  Climate/Terrain:  Any  
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  6 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  11-16 HD (Huge) 
   
  These huge fast moving bugs scuttle about on four long widely spaced legs and appear like great 
  shiny grey-black tick-like bugs of some sort with tough exoskeletons covering their bodies, they have a 
  red mark on the armoured plate that covers their heads.  They also have a long macerating mouth.  
  The Bug gets its name the “Cherry Bomber” from the fact it can rapidly spit balls of explosive red bile 
  at its foes, which explode in quick succession like Cherry bombs.  This ability is fearsome and often 
  kills bug and foe alike that get in its line of fire. 
  They are used by the Bug Hives as Assault beasts storming over enemy defences and devastating the 
  opposition.  The Cherry Bombers communicate via hisses and clicks.  As with all bugs they have 
  Darkvision 60 feet. 
   
  Combat: 
  The Cherry Bomber is a fast moving, agile bug, capable of running and jumping at it’s foes, when in 
  position it sprays the area with a rapid succession of explosive bile balls or “Cherry Bombs” as they 
  are known.  If an enemy is too close they bit at them with the long blunt mouths crushing them before 
  tossing them to the warriors to tear to pieces. 
  Improved Grab (Ex):  To use this ability, the Cherry Bomber bug must hit with its Bite attack.  If it gets 
  a hold, it deals automatic Bite damage, each round the bite is maintained.  If the Cherry Bomber bug is 
  damaged after biting its prey, it tends to drop them under foot in order to free up its mouth for spitting. 
  Bile Bomb Spitting (Ex):  The Cherry Bomber bug can spew forth a rapid succession of explosive red 
  bile called “cherry Bombs” at foes upto100ft away.  The attack covers six 10ft cubed area, which can 
  be close together or broken up as the Gm prefers, but all bombs must be within 10ft of the last.  They 
  explode in these areas doing 6d6 Damage (1/2 concussive, ½ acid) the target(s) are allowed a Reflex 
  save (DC23) for half damage. 
  Trample (Ex):  The Cherry Bomber bug may trample over medium size or smaller targets for 2d10+7 
  damage, the target is allowed a Reflex save (DC23) for half damage. 
   
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Immunities (Ex):  The Cherry Bomber Bug is immune to all Radiation, Poison, and Cold effects. 
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Tanker Bug 
   
  Huge sized Aberration  
   
   
  HP: 
   
   
  Hit Dice:  10d8+50 (95hp) 
  Initiative:  +1 (Dex) 
  Speed:  40 ft, Burrow 20ft; 
  AC:  18; (-2 size, +1 Dex, +9 Natural) 
  Attacks:  Mandible Bite +15/+10 melee; 
  Damage:  Mandible Bite 2d8+12 
  Face/Reach:  10 ft. by 20 ft./10 ft. 
  Special Attacks:  Improved Grab, Bio Corrosive Spray, Trample 
  Special Qualities:  Immunities 
  Saves:  Fort +8, Ref +4, Will +8; 
  Abilities:  Str 26 (+8), Dex 12 (+1), Con 20 (+5), Int 3 (-4), Wis 12 (+1), Cha 10 (+0); 
  Skills:  Listen +4, Spot +4; 
  Feats:  Power Attack; 
   
   
  Climate/Terrain:  Any  
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  6 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  11-16 HD (Huge) 
   
  These huge lumbering beasts walk on size huge three toed legs and appear like vast shiny black 
  beetles of some sort with a dense exoskeleton covering and green eyes, they have two small antenna 
  raising from above their foreheads, which give off an electrical charge when they are about to use their 
  bio corrosive bile as it is this charge that ignites the bile when spewed forth.  They also have a huge 
  macerating mouth with wicked mandibles. 
   
  They are used by the Bug Hives as Assault beasts storming over enemy defences and incinerating the 
  opposition.  The Tankers communicate via groans and rumbles.  As with all bugs they have Darkvision 
  60 feet. 
   
  Combat: 
  The Tanker bug is a vast lumbering behemoth, much feared by the enemies of the bugs for it’s 
  devastating bio corrosive bile that it spits at its foes, by design it is flammable and ignites not only 
  dissolving it’s targets but burning them alive also. 
  Improved Grab (Ex):  To use this ability, the Tanker bug must hit with its Bite attack.  If it gets a hold, 
  it deals automatic Bite damage, each round the bite is maintained.  If the Tanker bug is damaged after 
  biting its prey, it tends to drop them under foot in order to free up its mouth for spitting. 
  Bio Corrosive Spray (Ex):  The Tanker bug can spew forth a 150ft long 20ft wide at it’s end cone of 
  Bio corrosive bile, which melts all it comes into contact with, also by means of the antennae on it’s 
  head it can ignite this flammable bile.  The bile itself does 8d8 damage (half of which is Acid, the other 
  Fire) this damage strikes all in its path and the damage persists halving each round (4d8 on the 2nd, 
  2d8 on the 3rd, 1and finally 1d8 on the 4th).  If the Tanker concentrates on just a single foe then the 
  initial damage is 12d8, and reduces in intensity by half every round on targets struck.  In either case 
  the target(s) are allowed a Reflex save (DC23) for half damage, also any target who saves avoids 
  taking damage in successive rounds. 
   
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Trample (Ex):  The Tanker bug may trample over medium size or smaller targets for 2d10+8 damage, 
  the target is allowed a Reflex save (DC23) for half damage. 
  Immunities (Ex):  The Tanker Bug is immune to all Radiation, Poison, and Cold effects. 
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Consort Bug 
   
  Huge sized Aberration  
   
   
  HP: 
   
   
  Hit Dice:  16d8+80 (152hp) 
  Initiative:  +1 (Dex) 
  Speed:  40 ft; 
  AC:  19; (-2 size, +1 Dex, +10 Natural) 
  Attacks:  Mandible Bite +20/+15/+10 
  melee; 
  Damage:  Mandible Bite 2d8+12 
  Face/Reach:  10 ft. by 20 ft./10 ft. 
  Special Attacks:  Improved Grab, Radiation Emission, and Trample; 
  Special Qualities:  Immunities 
  Saves:  Fort +10, Ref +6, Will +11; 
  Abilities:  Str 26 (+8), Dex 13 (+1), Con 20 (+5), Int 6 (-2), Wis 13 (+1), Cha 12 (+1); 
  Skills:  Listen +5, Spot +5, Search +5; 
  Feats:  Cleave; 
   
   
  Climate/Terrain:  Any  
  Organization:  Solitary, Cluster (2-5) 
  Challenge Rating:  8 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  17-32 HD (Gargantuan) 
   
  These huge vicious bugs are like wingless hornets, with green upon green abdomens that glow like 
  fire, and armoured upper bodies and beetle like heads that have a huge macerating mouth with 
  wicked mandibles beside it.  They scurry around on four legs and hiss and posture constantly.  There 
  are almost always anywhere from one to five consort bugs guarding a queen within the hives royal 
  chamber. 
   
  They are used typically to guard the Queen, and are rarely found outside the royal chamber.  The 
  Consorts communicate via buzzing and clicks.  As with all bugs they have Darkvision 60 feet. 
   
  Combat: 
  The Consort bug is a huge bug with wickedly savage mandible bite attacks, which it uses to grab and 
  crush prey, all the while bathing the area in intense radiation.  They fight voraciously to protect the 
  Queen. 
  Improved Grab (Ex):  To use this ability, the Consort bug must hit with its Bite attack.  If it gets a hold, 
  it deals automatic Bite damage, each round the bite is maintained.  If the Consort bug is damaged 
  after biting its prey, it tends to drop them under foot in order to free up its mouth for spitting. 
  Radiation Emission (Ex):  The Consort Bug can emit radiation from it’s abdomen in a 50 foot area, 
  any exposed must make a Fortitude save (DC23) failure means the victim has taken five doses of 
  Radiation and receives 5d6 damage from burns and also 50% chance of contracting Radiation 
  Sickness (see GttG page 120 for effects).  Each round all within range must make further Fortitude 
  saves or receive additional doses.  This ability is requires a Standard action to use. 
  Trample (Ex):  The Consort bug may trample over medium size or smaller targets for 2d10+12 
  damage, the target is allowed a Reflex save (DC23) for half damage. 
  Immunities (Ex):  The Consort Bug is immune to all Radiation, Poison, and Cold effects. 
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Rhino Bug 
   
  Huge sized Aberration  
   
   
  HP: 
   
   
  Hit Dice:  16d8+112 (184hp) 
  Initiative:  -1 (Dex) 
  Speed:  20 ft, Burrow 10ft; 
  AC:  21; (-2 size, -1 Dex, +14 Natural) 
  Attacks:  Crushing Pincers +23/+18/+13 
  melee; 
  Damage:  Crushing Pincer 2d8+17 
  Face/Reach:  10 ft. by 20 ft./10 ft. 
  Special Attacks:  Improved Grab, Trample 
  Special Qualities:  Immunities Roar 
  Saves:  Fort +12, Ref +4, Will +9; 
  Abilities:  Str 32 (+11), Dex 8 (-1), Con 24 (+7), Int 3 (-4), Wis 8 (-1), Cha 8 (-1); 
  Skills:  Listen +3, Spot +3 
  Feats:  Improved Bull Rush, Power Attack; 
   
   
  Climate/Terrain:  Any  
  Organization:  Solitary, Cluster (2-5), Swarm (5-20), Troop (20-40) 
  Challenge Rating:  10 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  17-21 HD (Gargantuan) 
   
  These huge heavily armoured bugs, look like massive four legged ants of a bull brown or khaki 
  coloured carapace.  Their huge armoured heads are kind of flat but to the sides of them near their 
  small black glossy eyes are two huge crushing pincers, that can cut through armour and flesh like 
  paper feeding it into their huge macerating mouth, which has smaller mandibles to help. 
   
  These massive beasts are the siege weapons of the bug hives, designed for charging down enemy 
  vehicles and fortifications.  The Rhinos communicates via a massive hollow roar.  As with all bugs they 
  have Darkvision 60 feet. 
   
  Combat: 
  The Rhino Bugs are dimwitted beasts, and tend to charge down their targets mowing them down with 
  their heads, cutting them in two with their pincers or trampling them underfoot. 
  Improved Grab (Ex):  To use this ability, the Rhino bug must hit with its Pincer attack.  If it gets a 
  hold, it deals automatic Pincer damage, each round the grab is maintained.  If the Rhino bug is 
  damaged after pincering its prey it rarely drops the victim and instead barrels over the attacker 
  charging them down. 
  Trample (Ex):  The Rhino bug may trample over medium size or smaller targets for 2d10+17 damage, 
  the target is allowed a Reflex save (DC25) for half damage. 
  Roar (Ex):  The Rhino Bug can unleash an almighty roar, that requires all within 60 feet to make a 
  Fortitude save (Dc25) or be shaken for 1d6 rounds. 
  Immunities (Ex):  The Rhino Bug is immune to all Radiation, Poison, and Cold effects. 
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Plasma Bug 
   
  Colossal sized Aberration 
   
   
   
  HP: 
   
   
  Hit Dice:  32d8+288 (432hp) 
  Initiative:  +0 (Dex) 
  Speed:  40 ft; 
  AC:  11; (-8 size, +0 Dex, +9 Natural) 
  Attacks:  Mandible Bite +31/+26/+21 
  melee; Plasma Spray+15 ranged; 
  Damage:  Mandible Bite 4d8+24 
  Face/Reach:  40 ft. by 80 ft./15 ft. 
  Special Attacks:  Improved Grab, Swallow Whole, Trample, and Plasma Spray 
  Special Qualities:  Immunities 
  Saves:  Fort +18, Ref +6, Will +13; 
  Abilities:  Str 42 (+16), Dex 10 (+0), Con 28 (+9), Int 3 (-4), Wis 12 (+1), Cha 9 (-1); 
  Skills:  Intuit Direction +4, Spot +4; 
  Feats:  Great Fortitude 
   
   
  Climate/Terrain:  Any  
  Organization:  Solitary, Cluster (2-5), Swarm (5-20) 
  Challenge Rating:  13 
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  - 
   
  These colossal beasts walk on six large three toed legs that crush everything in their path, the bugs 
  themselves have a shiny black carapace all except for their abdomens, which are transparent, and 
  when ready to attack can be seen to fill with glowing translucent blue plasma which it then expels at 
  velocity leaving a dripping trail behind as it arcs into the air.  These creatures are very slow witted and 
  slow to react and will quite often stand there firing plasma as often as they can while enemies cut 
  them down with weapon fire. 
   
  The Plasma communicates via a clicking sound.  As with all bugs they have Darkvision 60 feet. 
   
  Combat: 
  The Plasma Bugs are the Artillery bugs of the Hive and serve to fire their plasma blasts into the midst 
  of enemy forces or into low orbit to attack enemy vessels.  They are very slow and do not fight 
  enemies up close very well. 
  Improved Grab (Ex):  To use this ability, the Plasma bug must hit with its Bite attack.  If it gets a hold, 
  it deals automatic Bite damage, each round the bite is maintained.  If the Plasma bug is damaged after 
  biting its prey, it tends to retreat with the foe in its mouth back amongst its smaller cousins. 
  Swallow Whole (Ex):  The Plasma bug can try to swallow a grabbed prey of Huge size or smaller by 
  making a successful grapple check.  A Swallowed creature takes 4d8+16 points of Crushing damage 
  and 16 points of acid damage per round from he Plasma Bugs gizzard.  A swallowed creature can 
  also cut its way out using any natural or light weapon to deal 25 points of damage to the gizzard 
  (AC20).  Once the creature exits, muscular action closes the hole; another swallowed opponent must 
  again cut its own way out.  The Plasma Bugs gizzard can hold two huge size, 4 large size, 8 medium 
  size, 16 small size, 32 tiny size, 64 diminutive, or 128 Fine or smaller opponents. 
  Plasma Spray (Ex):  The Plasma blasts generated by the Plasma Bugs abdomen can only be fired 
  once every 2d4 rounds and can be fired almost any range but are not hugely accurate, hence the  
   
  
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Plasma Bug must make a ranged attack to hit, if successful the plasma strikes on target causing 20d8 
  fire damage to all within a 100 foot radius spread, with a Reflex save (DC32) allowed by targets for ½ 
  damage.  If the Plasma Bug misses roll for scatter as with Grenade-like weapons (see Players 
  Handbook page 138).  It should be noted that this can be used to fire into the orbit of the planet the 
  Plasma Bug is on, but in any circumstance this attack has a minimum range of 500 feet and any use 
  at targets it cannot see incurs a penalty to the attack roll of a cumulative –1 per  500 feet. 
  Trample (Ex):  The Plasma bug may trample over huge size or smaller targets for 4d10+16 damage, 
  the target is allowed a Reflex save (DC32) for half damage. 
  Immunities (Ex):  The Plasma Bug is immune to all Radiation, Poison, and Cold effects. 
   
   
  
   
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Queen Bug 
   
  Colossal sized Aberration 
   
   
   
  HP: 
   
   
  Hit Dice:  35d8+350 (507hp) 
  Initiative:  +5 (Dex, Imp Initiative) 
  Speed:  40 ft, Fly 100 ft (average), Burrow 
  10ft; 
  AC:  12; (-8 size, +1 Dex, +9 Natural) 
  Attacks:  Mandible Bite +31/+26/+21 
  melee; 
  Damage:  Mandible Bite 4d8+24  
  Face/Reach:  40 ft. by 40 ft./15 ft. 
  Special Attacks:  Sting, Swallow Whole, Trample, and Improved Grab; 
  Special Qualities:  Immunities, Hive Mind, Spawn, and Telepathy; 
  Saves:  Fort +16, Ref +7, Will +15; 
  Abilities:  Str 42 (+16), Dex 12 (+1), Con 30 (+10), Int 18 (+4), Wis 16 (+3), Cha 16 (+3); 
  Skills:  Intuit Direction +8, Listen +12, Spot +12, Diplomacy +8, Intimidate +8, Search +12; 
  Feats:  Improved Initiative, Power attack, Cleave, Great Cleave, Improved Critical 
   
   
  Climate/Terrain:  Any land (usually Subterranean) 
  Organization:  Solitary 
  Challenge Rating:  20  
  Treasure:  Standard 
  Alignment:  Always Neutral 
  Advancement:  by Character Class 
   
  This vast wasp like bug has many dense dull metallic grey plates on it’s upper body, and a colourful 
  yellow-black abdomen, it moves on four great legs and had two transparent wings that come from its 
  shoulders.  The queen bug has to large many faceted eyes, and a pair of mandibles that feed its ever 
  hungry mouth.  The Queen bug has a single antenna like extension rising from its forehead. 
  If the Brains Bugs are the centre point of a Bug Hives daily activity, then the queen is almost certainly 
  the centre point of ALL the hives activity; she is the mother and founder of the Bug hive.  She seeks 
  out a hive burrows in forms an egg sac and gives birth to a bug colony, which as it grows eventually 
  leads to her giving birth to another queen who then sets off to do the same.  Contrary to popular belief 
  Bug Queens do not need a male to produce young, being an asexual creature.  Queens are extremely 
  protective of their brood and their hives. 
  The Queen Bug communicates via Telepathy, though often makes a buzzing or screeching sound 
  also.  And as with all Bugs it has Darkvision 60 feet. 
   
  Combat: 
  The Queen bugs are a thing of fury when angered or their hives or young are threatened, however 
  mostly immobile once inside the hive and producing eggs the queen is only a mobile threat while 
  seeking out a hive, however anything, which closes within her reach should beware.  The queen can 
  also if necessary detach from her egg sac but rarely does so. 
  Sting (Ex):  The Queen has the ability to inject poison into anyone she bites with her mandibles, via 
  hollow stinger tubules at the mandible ends.  The Queens poison is a phenomenally strong paralytic, 
  any target bitten must make a Fortitude save (DC36) Initial Damage: 3d6 Con, Secondary Damage: 
  3d6 Con. 
   
   
  
   
   
   
   
   
  Disclaimer 
  D&D is a trademark of Wizards of the Coast and Dragonstar is a trademark of Fantasy Flight Games and are used here without permission.  
  The material in this document is copyrighted by Mark Howe.  Permission is granted to copy it, print it, pass it on, alter it; just please do not 
  try to pass it off as your own. 
   
  Improved Grab (Ex):  To use this ability, the Queen bug must hit with its Bite attack.  If it gets a hold, 
  it deals automatic Bite damage, each round the bite is maintained.  If the Queen bug is damaged after 
  biting its prey, it tends to retreat with the foe in its mouth back amongst its smaller cousins. 
  Swallow Whole (Ex):  The Queen bug can try to swallow a grabbed prey of Huge size or smaller by 
  making a successful grapple check.  A Swallowed creature takes 4d8+16 points of Crushing damage 
  and 16 points of acid damage per round from he Queen Bugs gizzard.  A swallowed creature can also 
  cut its way out using any natural or light weapon to deal 25 points of damage to the gizzard (AC20).  
  Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut 
  its own way out.  The Queen Bugs gizzard can hold two huge size, 4 large size, 8 medium size, 16 
  small size, 32 tiny size, 64 diminutive, or 128 Fine or smaller opponents. 
  Trample (Ex):  The Queen bug may trample over huge size or smaller targets for 4d10+16 damage, 
  the target is allowed a Reflex save (DC32) for half damage. 
  Spawn (Ex):  The Queen Bug once she finds a hive, burrows in and over a period of several days 
  undergoes a change, her wings fold back and she grows an egg sac from this she generates 10d10 
  eggs each month, which are laid at a rate of about 3 or 4 a day, which the Sentry Bugs carry to safety.  
  A Queen whose egg sac has formed loses all Dex bonus to AC, Ref save and initiative and has 
  movement reduced to 0 feet.  A Queen can detach from an Egg sac but doing so takes 2d10 rounds 
  and is only done in extreme situations and emergencies. 
  Telepathy (Ex):  The Queen bug can communicate telepathically with any intelligent creature within 
  fifty miles whose presence she is aware of. 
  Hive Mind (Ex):  All Bugs within 50 miles of their Queen Bug are in constant communication.  If one in 
  a group is not flat footed, none of them are.  No bug in a group is considered flanked unless all of 
  them are. 
  Immunities (Ex):  The Queen Bug is immune to all Radiation, Poison, and Cold effects as well as all 
  Mind Influencing effects. 
   
  GM’s Note:  Regarding the Hive Mind ability and its effects upon all nearby bugs, a GM should take 
  this effect into consideration when determining an encounters ECL where a Queen Bug is present. 
   
  
SOURCE: textdata/thevault/Starship Troopers (d20)/Starship Troopers Bugs.pdf