Termite, Worker (CR 1/3)
Small Vermin
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft. and scent
AC: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +0, Will +0
Speed: 30 ft. , climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Bite -5 melee
Full Attack: Bite -5 melee
Damage: Bite 1d4-10 (A workers bite is treated as a secondary attack.)
Special Attacks: -
Abilities: Str 8, Dex 10, Con 10, Int -, Wis 11, Cha 7
Special Qualities: vermin traits
Feats: -
Skills: Climb +7
Advancement: 2-3 HD (Small)
Climate/Terrain: Warm plains
Organization: Gang (3-12) or crew (5-20 plus 2 giant termite soldiers)
Treasure/Possessions: None
Source:
Sandstorm
Giant termites build vast underground galleries below the baking surface of the waste. They farm fungus in special chambers and use it to feed the colony.
Giant termite mounds are landmarks in the waste, averaging 20 feet high - although some can be as tall as 50 feet. Predators often use these as lookout points. The mounds, made from the workers' saliva and body wastes, are as hard as stone. They act as ventilators for the colony, circulating air as the desert winds blow against them. Abandoned termite mounds often serve as lairs for various desert creatures.
Termite workers are small, feeble creatures no more than 2 feet long devoted to the endless maintenance of the colony. Soldiers are much larger, up to 6 feet in length, with out-sized, swordlike jaws that can cut an enemy in half with one bite. The queen is a bloated monster that can barely move; she spends her life laying eggs.
Combat
Workers try to flee if attacked, racing toward prearranged positions where large numbers of soldiers congregate. Workers attack only if they have no avenue of escape.
Skills: Giant worker termites have a +8 racial bonus on Climb checks. A worker can always choose to take 10 on a Climb check, even if rushed or threatened.