Insectux (3.5e Campaign Setting)/Organisms

=Fauna=

Fauna Stats
Stats that are either added, modified or require explanation:
 * Size: Total size, hexagons are decimeter sized.
 * Skills: Save bonuses not added.
 * Knowledge: the GM selects what type of knowledge on a case by case bases. Numbers denote total amount that may be used.
 * Environment: typical environment to find this creature.
 * Language: based on creatures order, you may speak to creatures in other phylum’s with training, but cannot communicate with creatures outside of your phylum.
 * Varieties: types or classes of the base creature. Specialized varieties have added bonuses and may have penalties.

Tier One
Some tier one monsters can be friendly, neutral or enemies; and are either weaker or equally strong as players.

Tier Two
The second tier is composed of either dominate subspecies of tier one, dominate class (i.e., queens and kings), or creatures slightly stronger than players.

Tier Three
The third tier is habituated by creatures that extraordinarily hard to defeat (but still possible).

GM’s Dooms
Dooms cannot be defeated by players, however they can be avoided – and in some cases –repelled. Dooms may only have the following skills: Acrobatics, Deception, Grapple, Hide, Intimidate, Sense, Survival, Fly, Jump, Knowledge, and Swim. Dooms have a natural -7 hide penalty (with the minimum found here, it puts it at 1), and a +6 intimidate bonus.

The anteater tongue grapples anything it touches.

Hide only applies when under cover (most commonly sand), otherwise takes a -20 to hide checks. Bobbit Worms found in deserts always have a large lake nearby.

=Flora=

All flora in Insectux posses bluffs or penalties. Knowledge of what type of flora one is dealing with is essential to survival. All flora fall under two different categories; and have five to ten separate stats.

While notably inaccurate, fungi are considered flora for this campaign (sorry mycologist).

Flora Stats
Flora Qualities: that require explanation
 * Complexity: simple or advanced
 * Cover: Good, Poor, or None; Good grants a +3 bonus to Escape Artist, Hide and Survival; and Poor +1 bonus, when under the flora. This only applies to outside predation (in other words trapping plants are not influenced by this).
 * Craftable Items: Any items that can be crafted from this flora
 * Buff: Buff, if any, on consumption. Can heal permanently, or boost AC, a skill or save for one hour.
 * Poison: poison info – if the flora is poisonous.
 * Attack: Attack info, only applies to some plants.
 * Only applies to Malignant:
 * Saves: Flora do not have a Will save.
 * Skills: Flora may only have the Grapple, Hide, Sense, Survival, and Knowledge skills. Most malicious flora do not have them all; and if they have Sense must always be at a penalty.

Benign
Benign flora may be used to harm other creatures (from poison, spines, etc), but do not do so unaided.

Prickly pear do not attack, must be run into; the attack roll is to see only if the spine will pierce the hide of the creature who attacks.

Malicious
Malicious flora actively harm other creatures – out of own volition.

Hallucinogenic, kills flies

Flypaper Trap is a sticky leaf that has a very weak digesting enzyme.

A tunnel trap, that allows easy entry. The lobster trap has hairs and thorns that point inwards, a liquid that flows constantly down, and is slightly slanted – all encouraging movement to the stomach; however a lobster trap does not have a door, thus with the right skills and reflexes one can escape.