Assassin Bug (CR 1)
Diminutive Vermin
Alignment: Always neutral
Initiative: +2 (Dex); Senses: Listen +5 and Spot +5
AC: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +2, Will +0
Speed: 10 ft., fly 40 ft. (Good)
Space: 1 ft./0 ft.
Base Attack +0; Grapple -12
Attack: Sting +6 melee
Damage: Sting 1d2-5 + poison or eggs (see text)
Special Attacks/Actions: -
Abilities: Str 1, Dex 15, Con 11, Int -, Wis 10, Cha 4
Special Qualities: Vermin
Feats: Weapon Finesse (Bite)
Skills: Listen +5 and Spot +5
Advancement: 2-3 HD (Diminutive)
Climate/Terrain: Any temperate or hot land
Organization: Pair
Treasure/Possessions: None
Source:
Web
Assassin bugs are small winged insects that grow to only 6 in. in size and are dark brown in color. They resemble large roaches, but they have a significantly sized stinger on the end of their abdomen. They always travel in male-female pairs. They are never seen in groups larger or smaller than this. Assassin bugs have been known to be released into a political opponent's bedroom by a nefarious noble.
The male strikes first in combat, flying toward the prey and stabbing in with its sharp tail stinger. This deals poison damage with an initial and secondary damage of 1d3 Dexterity. This poison also numbs the affected area of the body affected. After the male strikes, the female strikes at the area just poisoned by the male. She also stings the prey, but she injects the target with eggs. A dozen eggs are always injected, but only 1d6+6 will hatch. These eggs hatch in 1d12+12 hours. As soon as they hatch, the larvae begin to devour the host's body and cause one point of damage per hour, causing immense, nearly immobilizing, pain. The larvae incubate inside the host's body for two weeks, it does not matter if the host is alive for the entire period or not. After the two weeks, the larvae burrow out of the host's body as full adults. The eggs can be removed before they hatch by burning them out or cutting them out. Inflicting 4 points of fire or acid damage to the infected area will kill the eggs. Inflicting 6 points of damage from a bladed weapon will also remove the eggs. A successful Heal check at DC 10 will halve either of these damages. After the eggs have hatched, the only way to remove the larvae is a remove disease or other powerful magic or psionic powers.