New Mutant Monday Series Two #80 - Rainbow Bees

Chris Van Deelen

No. Enc: 1d4 or 5d100 per hive
Alignment:  Neutral
Movement: 180’ (60’)
AC: 4
HD: 3
Attacks: 1 Energy blast or 1 sting
Damage: 2d6 or 1d4+2 and class 8 poison
Save: L3
Morale: 11
Hoard Class: Incidental

Going back centuries before the final wars, the common honey bee was on the verge of extinction. Many did not really heed the warning, not fully realizing what was at stake, not fully comprehending if the bee’s died out, and then a significant portion of the plant life would likewise perish.

There were those who did see the writing on the wall and ended up doing what they could to help protect the bee’s – after all, if they became extinct, then mankind could quite possibly follow in their footsteps.

Genetic engineers set about to make the insects far more resistant to the pesticides which were the culprit and what had been killing them off in droves. They also went even further to tinker with the genome of the creatures to make them far more capable of surviving in different environments, in places where they typically could not survive. When the final wars ended, these creatures were strangely enough far more suited to survival in the post-apocalyptic environment than many other species.

Of course as one might expect, the mutagenic compounds and radiation released into the environment during the end-time conflicts caused these creatures to mutate even further!

First and foremost, the creatures grew dramatically in size. The average specimen before genetic tinkering was about half an inch, these mutated versions could grow up to two feet in length, with the queen in the hive growing to incredible proportions, often reaching twenty feet in length and weighing in at several tons.

Secondly, the creatures no longer possess the typical coloration of the ancient ancestors… instead they have all developed different coloration, and depending on the location of the hive, the numbers and variations of types will never remain the same. On top of this, each type also has developed a unique type of attack, which it can use in combat.

For the most part these creatures are content to live and let live, going about their lives by pollenating and creating honey. Individually, they are not aggressive, although if they are attacked, they will act in self defense and if they are in serious danger, or encounter something which could pose a major threat to the hive, they will use a telepathic cry for help, drawing in more of their brethren to assist.

This telepathic cry has an unlimited range, and it is the only time the creatures will use their special teleportation ability. They cannot use teleport otherwise, only when they have received a distress call. After receiving the cry, 2d10+6 of these creatures will appear. They will always be of the same coloration as the one sending out the distress call. If this happens within 1 mile or less of the hive, it will summon the entire hive with the exception of the queen and her guards. This teleportation ability can be used once per day by the creatures, and once it has been used, they can only return to the hive using regular flight.

When the creatures engage in combat, they will always use their energy projection, which they can use each round. They can sting, but this is always a last resort, as it will end up killing the creature, but more often than not it will take the target with them. The sting inflicts the listed damage, but also injects a class 8 poison into the wound. The insect will die on the next round.

Unlike their ancestors, these creatures can survive in any temperature, and are in fact immune to the ravages of cold, taking no damage and are fully capable of existing in the coldest locations. Furthermore, they were genetically engineered to be completely immune to the effect of any type of poison or toxic weapon, with the exception of radiation.

Consult the following chart to see what type of energy the creatures use, and the typical terrain they are found in. Note the energy attacks are always considered ranged with the exception of Psionic, which is a mental attack. The average specimen has a Will Power score of 2d6+3. Also, Phasing inflicts regular damage, but will treat all targets as if they were 3 AC worse. EMP attacks will cause regular damage against organic creatures, and is considered electrical for damage reduction, but will cause triple damage against robots, androids, synthetics, and other such constructed creatures. Disruption causes regular damage against organic creatures, but also causes 1d2 points of either Strength or Dexterity damage per hit, as it damages the nerves of the target. This has no effect on non-organic creatures. The lost statistic damage is regained at the target’s natural healing rate per day.

For those brave or foolish enough or have the ability to somehow infiltrate the hive, the honey can be harvested. Not only does it have a high nutritional value, the honey likewise provides a damage reduction of 10 for 24 hours against all manner of energy-based attacks, and furthermore, the consumer is not impeded by energy barriers such as force-fields, energy screens or the like.

Rainbow Bees Color Table

Color

Terrain

Energy Type

White

Arctic

Cold

Red

Desert

Thermal

Blue

Water

Electrical

Green

Jungle

Psionic

Yellow

Plains

Sonic

Black

Mountain

Phasing

Brown

Hills

EMP

Purple

Forests

Disruption

Mutations: Energy Ray (modified), gigantism, immunity (cold, toxic weapons), neural telepathy, neural teleportation

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