No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 6
Hit Dice: 7+2
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d10
Save: L6
Morale: 10
Hoard Class: VII
XP: 4,500
Infestids (or "swarmen") are hideous collectives of arthropods given humanoid form. They are malevolent and cruel, and ever accompanied by the unholy susurrus of tens of thousands of teeming organisms. Infestids strip their territories bare by devouring plant and animal alike, forcing them to raid farms and supply depots.
All infestids have 360-degree vision (meaning they are never Surprised). They can cling to any surface, and can become amorphous so as to scuttle through cracks and crevices. All infestids also have Mutations and abilities specific to their aggregate species, as determined randomly from the list below:
1: Centipede—Toxic Weapon, additional 1d4+2 limbs that do 1d6 damage each
2: Crustacean—Natural Armor (Extreme), +1d8 extra damage per claw attack, swim—60' (20')
3: Moth—Fragrance Development, Increased Sense (Smell), fly—150' (50')
4: Scorpion—Toxic Weapon, additional tail attack that does 1d12 damage
5: Tick—Natural Armor (Extreme x2—AC 2), Parasitic Control
6: Worm—Dermal Poison Slime, burrow—120' (40')
[Other types not listed—spiders, wasps, cockroaches, mosquitos, mantids, etc.—are up to the Mutant Lord to design.]
Infestids are immune to damage from all conventional weapons and firearms, and explosives just temporarily dissipate them, as they reform in 1d6+2 rounds. They can only be harmed by energy-based attacks, mental attacks, and poisons.
Mutations: Aberrant Form ("Composite Entity"), Regenerative Capability, Shriek