Buzzjewel
Fine Vermin
Hit Dice: ½d8 (2 hp)
Initiative: +0
Speed: 5 ft. Fly 60 (Perfect)
AC: 23 (+8 Size +2 Dex +3 Natural)
Attacks: Bite +4 melee
Damage: Bite 1d35 and poison
Face/Reach: ½ ft. by ½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Immunties, SR 12
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 3, Dex 15, Con 10, Int , Wis 10, Cha 10
Skills: Bluff +3, Hide +3, Spot +5
Feats:
Climate/Terrain: Any
Organization: Swarm (1060)
Challenge Rating: ½
Treasure: 1 ornamental gem
Alignment: Always neutral
Advancement: 23 HD (Small)
Buzzjewels are inoffensive dragonfly like insects that travel through wildspace in beautiful multi-colored swarms. They are attracted to light sources, much like moths. Sailors can always tell when a swarm of buzzjewels approaches, due to the loud droning noise from the insects' wings and the cloud of multi-colored light reflected from their bodies.
Combat: Though buzzjewels swarm around light sources, they are timid around living creatures. Not easily angered, a swarm of buzzjewels passively tolerates 1d4 rounds of attack. After this the buzzjewel swarm, finally infuriated, attacks the offender and everyone else in sight.
All buzzjewels have tiny sharp teeth. Since buzzjewels have no taste for living flesh, they bite, then quickly let go. They attack in swarms of 10 or 20 against one opponent (10 vs. halflings, dwarves, and other small opponents). A single attack roll determining the swarm's chance to hit. The swarm-entity stops attacking whenever the whole swarm (10 to 20 Buzzjewels) is incapacitated.
Bypass Armor (Ex): The swarm overwhelms its victims; thus,
the defenders get no Dexterity bonus to AC.
Immunies (Su): Vermin are immune to all mind-influencing effects (Charm, Compulsions, Phantasms, Patterns and Morale effects). Unless noted otherwise, vermin have Darkvision with 60 ft. range.
Poison (Ex): For each point of damage the swarm does, there is a 10% chance that Type N poison is injected into the wound. The poison's onset time is one round. A failed Fortitude Save (DC 12) inflicts 4d6 damage; a successful save reduces this to 2d6 damage.
Spell Resistance (Ma): The buzzjewels' spell resistance sometimes reflect spells back at the caster. If the spell fails due to the insects' spell resistance, there is a 10 minus the spell level chance that the spell is reflected back to the caster.
Habitat/Society: Buzzjewels live in tiny honeycombed passages just under the surface
of asteroids. They instinctively avoid worlds with humanoid populations. Buzzjewels
do not require air to survive.
As a rule, buzzjewels live on asteroids high in gemstone con-tent. Gems are their chief source of food, though the insects can eat any mineral or rock if pressed. Interestingly, pearls are poisonous (DC 11) to buzzjewels. A poisoned buzzjewel turns black and does not become a valuable gem.
Buzzjewels communicate by body movements, as bees do. When a buzzjewel swarm finds a new source of gems, it returns to its old lair and does a dance that tells the swarm where the new strike is. Dwarven sages have long tried to decipher the dance so they can obtain the gems, so far to no avail.
Buzzjewels can be called by various insect summoning spells; if summoned, they behave as groundling insects. Note, however, if the insects are summoned to be killed for their gems, the caster immeditely loses control over them, and the enraged swarm attacks instantly. They can sence this intent through the summon spell, they just are unabl to resist the summonning.
In the Spheres
Races that mine gemstones strongly dislike buzzjewels as they eat gems. The gnomes call buzzjewels "gembane," and the only printable name that dwarves use is "baublebiters."
Buzzjewel, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
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Buzzjewel, © 1991 Wizards of the Coast, Inc.
d20 System, Conversion of Buzzjewel ©2002,
Flits3
Original Source: Monstrous Compendium #9
Notes on this Conversion: I have set the CR on ½ for an individual buzzjewel because the amount of damage from the buzzjewel's poison and SR. They do not become agitated for 1d4 rounds so the CR 1 was too high.