All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Zecui Horde

A surprise raid by a swarm of the insectile zecui can easily wipe out an entire village overnight. When they don't devour their victims immediately, zecuis typically implant them with their own larvae and bury them in sprawling mass graves, where the developing zecui horde can lie dormant for years before suddenly erupting to the surface to wreak havoc on nearby settlements.

Recall Knowledge - Aberration (Occultism): DC 30
Unspecific Lore: DC 28
Specific Lore: DC 25

Elite | Normal | Weak
Proficiency without Level

Zecui HordeCreature 11

Uncommon Gargantuan Aberration Troop 
Source Battlecry! pg. 195
Perception +10; darkvision
Languages Aklo
Skills Acrobatics +12, Athletics +10, Stealth +12
Str +4, Dex +7, Con +3, Int +1, Wis +3, Cha +1
AC 19; Fort +10, Ref +13, Will +7
HP 195 (4 segments); Thresholds 130 (3 segments), 65 (2 segments); Weaknesses area damage 10, splash damage 10
Troop Defenses
Speed 30 feet, burrow 20 feet, climb 20 feet; troop movement
Harden Chitin [one-action] The zecuis fuse their chitin into black metallic shells. The horde gains resistance 10 to all damage (except mental and spirit) until they next take a move action.Mandible Frenzy [one-action] to [three-actions] Frequency once per round; Effect The horde makes a vicious bite attack against each enemy in a 5-foot emanation (DC 16 basic Reflex save). The damage dealt depends on the number of actions.
[one-action] 1d8+2 piercing damage
[two-actions] 2d8+12 piercing damage
[three-actions] 3d8+15 piercing damage
Mucus Deluge [two-actions] The horde spits a volley of larva-infested mucus as a 10-foot burst within 30 feet. Each creature in the area must succeed at a DC 16 Reflex save or be stuck to the nearest surface, immobilized until they Escape (DC 19). Any creature so immobilized is exposed to zecui larvae at the end of each of its turns. When the zecui horde is reduced to 2 segments, this area decreases to a 5-foot burst.Subterranean Ambush [one-action] Requirements The zecui horde has burrowed into an ambush position just beneath a surface of dirt, sand, or a similar loose material; Effect The horde bursts from the ground and moves up to its Speed. The horde deals 1d8+2 piercing damage (DC 18 basic Reflex save) to each enemy in a 5-foot emanation at the end of this movement.Zecui Larvae (disease) Saving Throw DC 19 Fortitude; Stage 1 visible lumps as the larvae move but no ill effect (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 3 and controlled by the zecui larva (1 day); Stage 5 the creature dies and an adult zecui can emerge from the corpse as an Interact action.