TERMITE, GIANT HARVESTER

Worker, Soldier.

Giant termites are found in subtropical && tropical forests and jungles
where large amounts of vegetation are available. The nest will consist of
a stone-hard mound about 100 feet in diameter and 200-500 feet high.
There will be numerous circular openings near the top, each of 5-8 feet
in diameter. These holes lead to vertical, diagonal and horizontal passages,
which in turn lead to various chambers underground.

Termites are nocturnal and shun light. A group of workers numbering
more than 30 will always be accompanied by 3-16 soldier termites.
While the weak-mandibled worker is able to bit for only 1-2 points of
damage,

solider termites have strong jaws and are able to spit an
irritating fluid (similar to kerosene). This liquid will blind any creature
struck unless a save vs. Poison is successful.

Blindness lasts for 5-20 rounds.The fluid wiII burn if exposed to flame or
heat, and the effect of 1 quantity spit on a target and ignited will inflict
5-16 points of burning damage. The fluid can be spit but once per turn.
Range is 1", volume is about 1 pint.

In the lair there will always be 10 times the number of workers and
soldiers first encountered, but these creatures will be spread throughout
the nest.

There will be the following additional giant harvester termites:
 
5-30 workers/attendants in egg chamber
2-12 soldier/guards in egg chamber
4-24 worker/attendants in royal chamber
2-8 soldier/guards in royal chamber
1 king (AC 5; MV 6"; HD 6+6; hp 30 or more; #AT +1 <1>; Dmg 3-18; SA double range and quantity fluid spit possible every other round; Size L)
1 queen (AC 4; MV 3"; HD 8+8; hp 40 or more; #AT +1 <1>; Dmg 5-30, Size L)

Obviously, the king and queen termites will be found only in the royal
chamber somewhere near the bottom of the underground levels of the
nest.The egg chamber will be nearby.There will be as many eggs in this
chamber as there are workers and soldiers combined. When either the
egg or royal chambers are entered by intruders, all regular termites (not
special attendants and guards) will begin moving to the violated area.
Meanwhile, termites already there will fight fiercely to protect the place.
All such workers and guards get a +1 both to hit and to damage. This
applies to workers and soldiers entering later as well.

Somewhere near the royal chamber there will be a shaft leading to a
repository well. There, unusable metal and mineral items are dumped. It
is possible that there will be incidental treasure there. Such treasure
will be rare and of small value in most cases.

The worst enemes of giant termites are formians, for formians are
bigger and more intelligent, hate termites, and enjoy eating their eggs. If
giant termites detect such raiders, they will immediately rush to defend
their nest. Communications between giant termites are usually accomplished
by touching of antennae. In crisis situations, a broadcast telepathic
call is sent out.

WORKER

FREQUENCY: [SB]
FREQUENCY: Rare ([Tropical Wilderness Forest])
FREQUENCY: Very rare ([Dungeon Level I])


NO. APPEARING: 6-60
ARMOR CLASS: 2/10 (head/body)
MOVE: 9"
HIT DICE: 1+2
% IN LAIR: 20%
TREASURE TYPE: [SB]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S (3' long)
LEVEL/X.P. VALUE: I | 20 + 2
        King - V | 500 + 10
        Queen - VI | 900 + 13
 

SOLDIER

FREQUENCY: [SB]
FREQUENCY: Rare ([Tropical Wilderness Forest])
FREQUENCY: Very rare ([Dungeon Level I])



NO. APPEARING: 3-18
ARMOR CLASS: 2/8 (head/body)
MOVE: 9"
HIT DICE: 2+2
% IN LAIR: 20%
TREASURE TYPE: [SB]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M (4 1/2' long)
LEVEL/X.P. VALUE: II | 50 + 3