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- 3: As a standard action, you may unleash a ranged touch attack in which you spit a vile froth secreted from your insectoid digestive tract. The range of this attack is 50 feet + 5 feet per hivemaster level. This froth saps moisture from living creatures that it strikes, dealing 1d6 damage per two hivemaster levels you possess. Particularly deadly to plants and elementals, the froth deals double damage to any creature with those types. It is, however, ineffectual against undead or constructs (which do not depend on moisture for their continued existence), dealing only half damage to them.
- 7: Your froth can now be secreted from almost every pore of your body. Any creature that successfully hits you with a natural weapon must succeed at a Reflex save (DC 10 + ½ your hivemaster level + your Constitution modifier) or take damage from the froth.
- 11: You can now release a massive gout of froth, which attacks in a line equal to the range of the touch attack. Each creature within the area of effect is entitled to a Reflex save for half damage. In addition, your froth damage dice are increased to d8’s.
- 15: Your froth now lines every inch of your maw, and is automatically transferred without a save whenever you hit with a bite attack (if you possess one).
- Earwig: The night predator known as the earwig is renowned for its large and intimidating pincers, which it uses to catch and kill its prey.
- 3: Your vision is augmented to suit the earwig’s nocturnal tendencies. You can now see perfectly even in total darkness, including magical darkness. This does not make you immune to being blinded. You also gain small pincers that increase the effectiveness of your grapples, giving you Improved Grapple as a bonus feat.
- 7: You gain an additional pair of larger pincers that sprout from your torso. These pincers are ineffective in normal combat, but deals 1d6 damage per class level when you successfully win a grapple check against an opponent. Using this ability is a full-round action after you win the grapple check.
- 11: You beset large foes with a terrible wrath, allowing you to grapple giants with ease. You never auto-fail when grappling a creature larger than you, and all size modifiers to grapple checks are reduced by half.
- 15: Your pincers are significantly more deadly now. When you successfully pin an opponent, they must succeed on a Fortitude save (DC 10 + ½ hivemaster level + Constitution modifier) or be chopped in twain by your pincers, instantly killing the target. Even on a successful save, the target still takes normal pincer damage. If a construct or undead fails their save, they take triple normal pincer damage instead of dying instantly.
- Antlion: The antlion is a predator that creates a deadly pit trap to ensnare enemies and reduce harm to itself.
- 3: You root yourself to your current position as a move action, rendering yourself unable to move from that spot. This does not affect your Armor Class or any mechanic other than movement speed, but you can only use this ability when you are in contact with ground. In return, all the ground within 30 feet of you sinks to create a pit centered on you. Any creature in the newly created hole must make a Strength check when you use this ability and at the beginning of every turn the remain in the pit. This check opposes a Strength check that you make when you first use the ability and at the beginning of every round thereafter.
Of the opponent succeeds, they are treated as entangled and can attempt to exit the pit if they wish. If you win, your opponent is rendered unable to move in addition to the other effects of entanglement. They are also pulled 5 feet towards you plus an additional 5 feet for every 5 points by which you beat them on the Strength check. If they reach a space adjacent to you and still have space to be dragged or start their turn next to you, they automatically trip on a failed Strength check.
- 7: When you create a sand pit, you sink even further into the ground, shielding yourself from harm. You gain cover against the attacks of any creature that is not within the boundaries of your sand pit.
- 11: As an immediate action, you may unleash a blast of sand against any opponent within the pit you have created. If used on a creature that has won their most recent Strength check, it forces them to make a Fortitude save (DC 10 + ½ your class level + your Constitution modifier) or be rendered immobile (but otherwise able to act normally) for the duration of the current round. If they are already unable to move, then the sand deals 1d6 points of untyped damage per two hivemaster levels.
- 15: If an opponent fails trips while next to you as a result of this feat's benefits, you may expend an attack of opportunity to make a full attack against that opponent.
- Termite: Termites are amazingly methodical builders, made all the more efficient by your commands.
- 3: You have acquired the termite’s penchant for breaking through even the toughest materials. Your natural attacks and swarm ability now ignore hardness when attacking objects or inorganic creatures.
- 7: By using the termites at your beck and call, you are able to change the terrain around you to your advantage. This ability functions like the soften earth and stone spell as a druid of your hivemaster level and is usable at will as a [[SRD:Standard Actions|standard action.
- 11: Normally, it takes a great deal of time for termites to construct anything; then again, those under your command are no ordinary termites. As an immediate action, you may summon a wall of termite-built earth that shields you from a single attack or effect at will. This ability may only shield you from an amount of damage per use equal to 5 points of damage per hivemaster level.
- 15: Your termites are masters of construction, the envy of master engineers everywhere for their peerless precision. As a standard action that is usable at will, you may replicate the effects of a wall of stone spell as a druid of your hivemaster level, except that the shape you make is crafted from earth and does not need to begin from stone.