At this time, I have no intension of doing anything with these monsters other than posting
them here on the board for others to enjoy in your own games. I do however have a bunch
of them that might one day be sent to the Rifter or manuscript bound. I'm donig this for the
sheer joy of making monsters
![Demon :demon:](./images/smilies/demon.gif)
.
Speaking of which----
THE WHAXSPAccording to the legend, the Whaxsp arrive during the last years of the Elf/Dwarf War. An
elf mage was leading his party through a dimensional portal of his own creation thinking it
would take them to Hades. Instead, it took them to an unknown alien dimension. The world
was barren of all organic animal life, just rock and dirt. Finally, they came across a strange
insect humanoid (a wasp man). Using the spell Tongues they communicated with the
creature. It led them to it home in a deep underground lair. Most of its race appeared to be
dead. They met the dying queen who wanted to know where they’d come from. The elf
mage explained their reason for being there and of the great war. The queen offered to
provide them a weapon to use against the dwarves if they would take five of her best
warriors with them back to their world. A large oval like rock was the item they were to
take. The party returned to the Palladium Fantasy world with the five Waxsps. They took
the “rock” to a small, underground dwarf city on the western side of the Old Kingdom
mountains. The waxsps took the rock into the city and promised to ensure its activation.
The elf party return to Baalgor believing their new allies might have brought them the keys
to victory. Several months later the elves sent scouts to learn whatever became of the
city. Its inhabitants were all dead. The Waxsps had taken over. The weapon they took
inside was an egg of a new queen. After she was born, she mated with her hunters and
started producing troops. The moment their numbers reached one hundred, they started
conducting raids into the city and onto the surface, taking anything human or animal back
to their colony for food. Only one elf (a mind mage) out of the party managed to escape to
report what had happened.
Since that day the insect humanoid race have been a plague to all beings in the world,
both human and non-humanoid. The Whaxsp are not picky about what type of organic prey
they wish to feed on. They live in underground dwellings covered in their resign, an organic
substance that becomes as hard as rock in a matter of minutes. Each Waxsps has a
specific task it does for the colony and it only does that task (nothing else). Those who are
laborers do nothing but manual labor. Rangers got out onto the surface to seek out new
supplies of food (living or dead) to bring back to the colony. Soldiers defend the colony or
go out on raids. They are also the ones who mate with the Queen. Miners always dig out
new passageways, sometimes beneath a town or village of humanoids and/or non-
humanoids. The colony is control by the lone female, the queen. Each week she lays 2D6
eggs. After 5-8 days, they hatch, and in the next two weeks, the larvas undergo a slow
metamorphosis. The laborers feed them a rich diet of animal or humanoid flesh. Then each
larva spins a silk cap over its cell’s opening, and during the next two weeks transforms into
an adult. The queen has already assigned which task it will do the moment it emerges. As
the colony size grows, new corridors and cells are made until the colony covers a vast
undeground region. At the peak of its population the colony can reach a size of 700 or
more, depending upon the food source. The more food, the bigger the colony. If food
supplies dwindle, the queen will not lay any eggs and adding on to the colony will cease.
All Whaxsp have only one concern, to live and serve for the good of the colony and the
survival of the queen. They work, eat, fight, and sleep for the colony not for the benefit of
their own surival. Killing or attack one means you’ve attack the colony itself, resulting in a
full on assault against whoever is responsible (a party could end up taking on hundreds of
Whaxsps, accept for the Queen and a minimum of 30-50 laborers and/or soldiers.
If it becomes necessary because of food shortage or the Queen is in the twilight of her
years, she lays half a dozen eggs and has 3-5 rangers/soldiers taken them at hundreds of
miles in different direction in search of a new home, thus ensuring her colony after her
death and those of her brood. The Queen is also intelligent enough to know how best to
ensure the colonies survial by making alliances with certain individuals and supernatural
beings, who could posse a threat to the colony. In return for not destroying the colony,
she and her colony might serve as sentries and protectors. However, this depends on how
strong she thinks the indiviudal might be, should he or she show signs of weakness, she will
send her troops in for the kill.
Whaxsp resign weapons are the same size as gnome weapons, but their crafttmanship and
technology is similar to that of kobolds. So their tiny weapons may look small, but they
inflict just as lethal wounds as standard size ones. They also conduct their electrical
discharges as well. At the moment a weapon strikes flesh, a whaxsp can simultaneously
release an electrical discharge to add additional damage to the attack. Killing a whaxsp
automatically causes these creatures to literally explode with electric fury. Attacking these
creatures can be a suicical endevor. Their one main weakness however is they are
suceptible to psionic powers. Alone they are easily frightened and will run away in order to
protect themselves for the good of the colony.
If there is one thing Giants of Mt. Nimiro will agree with the humans of the Western Empire
and Timiro Kingdom is to keep these insects predators from becoming a threat to the entire
world. Presently they are contained in the Balgoor Wastelands and the remote wilderness of
the Old Kingdom. Here they feed on non-human tribes and animals, their colony reporting to
grow to huge numbers (near or over 700). Whenever possible the Giants seek to destroy
their colonies. They realize how great of a threat they are. The danger has yet to reach
the ears of either human region. The Timiro Kingdom is bit safer because of the mountains,
but not by much. The one thing that does help is the Forest of Enchantment. The Whaxsp
hate all types of faerie folk, and they hate them in return. Each tries to kill the other on
sight. One of the largest colonies (rumored to be around 900) is just outside the forest.
Their Queen would love to be able to feed on the village of Tamaran and the town of
Windthrope. Until then they will have to conduct raids on the non-human tribes, although
they are thinking about crossing the Old Kingdom River and seeing what’s along the
opposite shore line.
Alignment: Aberrant evil only
The Eight Attributes: I.Q.: 1D6+3 (Queen 2D6+6), M.E.: 1D6+2 (Queen 3D6), M.A.:
1D6 (Queen 1D6+6), P.S.: 3D6+10 (Queens 4D6+12), P.P.: 2D6+12 (Queens 2D6+6), P.E.:
3D6+6 (Queens 5D6), P.B.:1D6, Spd: 2D6+12 (running or digging), 3D6x10+20 (flying).
Hit Points: P.E. x2 plus 1D6 per level of experience starting with level one. Queens
P.E. x3 plus 1D6 per level of experience starting with level one. Most never advance beyond
level four.
S.D.C.: 50 (200 for the Queen)
Armor Rating: A.R.: 16
Average P.P.E.: 4D6.
O.C.C.: Limited to miner, peasant laborer, soldier, ranger (no longbow), and noble
(Queen only). Each O.C.C. represent a function a Whaxsp contributes to the hive.
O.C.C. Skill notes: Add a bonus of +5% to the following skills (in addition to O.C.C.
bonuses): Track Humanoids, Track and Trap Animals, Interrogation Techniques, and
Masonry. In a Rifts setting give them a +10% to Excavation and Mining. They are not to be
used a P.C. because they live only for the benefit of the colony and/or queen.
Horror Factor: 10 or 16 if encounter more than five.
Physical Appearance: A humanoid wasp head with small antennae. Has a blue biped
insect body with four legs, a pair of forearms and partial hands (two fingers and a thumb).
They have wings which can fold against their body.
Size: 2 feet (.6 m) tall.
Weight: 80 lbs (36 kg)
Average Lifespan: 10 years, the Queen lives for 30.
Vulnerability: -2 to save vs. psionics, mind control, and possession (the queen does
not have these penalties). A single Whaxsp (accept for the Queen) has a -4 to save vs.
Horror Factor. Three or more has only a -2 penalty. Five or more fear nothing as does the
Queen.
Natural Abilities: Can climb, walk and run (at half normal speed) up, down, sideways,
and upside down on even smooth like surfaces as long as there is some tooth, like brick,
stone, and wood (90%). Can fight, work, run, or fly. Can carry and lift 100 times their P.S.,
Superior sense of taste (recognize food, fellow insects, and other substances by nibbling on
the object of curiosity. The nibble may pinch or scratch but does no damage (80%
accuracy)
Compound Eye: 360 degree area of sight (cannot be surprised by attack
from behind), ultraviolet vision, polarized sight (cannot be blinded by bright light), can see
twice the range of humans (eye has 25 S.D.C.), and Nightvision (can see in total darkness)
300 feet (91 m).
Antennae Smell: Track and maneuver by smell 75%, roll once every 2000
feet (610 m), Double the range of their chemical secretions and four miles (6.4 km) for
smelling the chemical alarm. A failed roll means the scent trail is temporarily lost; two
successful roll out of three means the scent has been recovered. Identify common, known
smells, and insect chemical smells 90%, Smell the coming of rain and large fires 60%; two
miles (3.2 km).
Antennae Hearing/vibration/motion sensing: Track by sound alone 60%,
Can locate prey by following the vibrations of a wagon wheel, voices, or noises from
movement. Motion detection and track by motion detection alone 50%. Can follow and
locate prey by following the air vibrations cause by movement (not sound per se, but air
movement). Range: 500 feet (152 m). Feel the Vibration of an approaching horse, wagon or
carriage, giant size characters over 9 feet (2.74 m), herd of mammals, or giant animals up
to 6 miles away (9.6 m) away. Running or walking humanoid under 9 feet (2.74 m,) 2000
feet (365 m) away, flying humanoid or animal 4000 feet (122 m). Hear ultrasonic sounds
2000 feet (365 m), Communicate with other Whaxsp with ultrasonic sound 2000 feet (365
m). They can produce and communicate using sounds audible to humans.
Underground Abilities: Same as Gnome accept increase base skill by +10%.
Chemical Alarms: The moment a Whaxsp is attack, its body natural
secretes a variety of chemicals that send a warning scent to other Whaxsp of its colony
The warning scent include danger, attack, and death (of the sender). The scent can be
smelled a distance of about four miles (6.4 km). The scent can only be smelled by other
insects. When the Whaxsp loses 80%fo its S.D.C., it releases a strong chemical that reeks
of death.
Leg Sacks: Each rear leg of a Whaxsp hs a natural cavity intended for
storing, concealing, and carry objects weighting up to 5 lbs (2.3 kg).
Resign Glands: These glands on their abdomen produce a resign which
solidifies within 3D6 minutes. It can be used as a kind of putty to hold things together or to
sealing up a room for example. The resign turns as hard as stone. Five pounds (2.3 kg) of
resign can be produced every hour. The queen can produce 20 lbs (9 kg) of resin every
hour. The resign has 10 S.D.C. per 5 pounds, A.R. 10).
Electrical Discharge: Whaxsp can emit electrical discharge once a minute.
This discharge can be a little jolt (one point of damage) or inflict up to 2D6 damage. The
discharge has a range of 20 feet (6 m) The moment a Whasxp hit points are reduced to
zero, all the electrical energy in their body is released in a 10-foot (3 m) radius, even if the
Whaxsp has already used his or her discharge within a one-minute time frame. The
electrical burst does 4D6 damage and if anyone who is clad in metal (half or full armor for
example) happens to be in the area effect, there is a 01-30% chance of being stunned for
1D6+2 melees. All Whaxsp are impervious to all electrical and magical lightning attacks.
Bonuses: +1 to strike. Note: Whaxsp can conduct their electrical discharge through their
resin weapons to inflict an additional one point or 2D6 extra points of damage. Additional
Note: Double the range, damage, and area effect of the electrical discharge for the Queen.
She can release hers every other melee round.
Attacks per Melee: Four melee attacks plus the option of doing an electrical
discharge once a minute.
Bonuses: +4 to initiative, +1 to strike, +1 to parry, +2 to dodge, +6 to dodge in
flight, and +4 to save vs. poison and chemicals.
Magic: None
Psionics: None
Enemies: Surface dwellers, they are suspicious and untrusting of any one from the
surface. Those who stumble into their domain will be attacked or taken prisoner. Whaxsp
seal prisoners into resign cells (300 S.D.C.) then mandatory wait 48 hours. If no other
surface dwellers appear, the prisoner will be dismembered and given to the queen to eat.
Whaxsp hate faerie folk. They are to be killed on sight.
Allies: None. Anything on the surface is an enemy and/or food. However, the Queen
respects the territory of supernatural beings, dragons, demons/deevils, and powerful
practitioners of magic. Everything else is food including an entire tribe of orcs, ogres, trolls,
even giants.
Language: They have their own spoken language of ultrasonic sounds (impossible for
humanoids to hear, including wolfen). Some have learned the language of surface dwellers.
But if a Whaxsp is talking to surface dweller, it’s to lure them into the underground cavern.
Habitat: Remote locations in the Old Kingdom and Baalgoor Wastelands.
Favorite Weapons: Resin weapons. All of their weapons are gnome size but their
craftsmanship is the same as kobold technology and regardless of the type of weapon, all
are designed to disarm (+1 bonus).
Other Notes:
1. They are fearful of priests (light and dark) not of people with crosses or
wearing holy symbols. If you start acting like a priest, they grow fearful (HF 10), and this
includes the queen (perhaps it something to do with the gods?)
2. If it walks on land or flies in the air, its potential food.
3. Superior miners and masons, but poor metalworkers. They work only
with their resign or stone.
4. What can’t be eaten will be killed.