NeoExodus Monsters of NeoExodus - Locari.pdf

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Monsters of NeoExodus: Locari
LPJ9697
monsters of neoexodus:
locari
Background
This creature resembles a man-sized
insect, its chitin mottled with dark
browns and grays. Its features hint
at the moth, the mantis and the
wasp, though it has no visible
wings and its stance is undeni-
ably humanoid.
The locari are a young
race, a race of killing
machines whose origins
are shrouded in mystery
– unlike the deadly
danger they pose
to all of Exodus,
about which no
rational
being
has the
slightest
doubt.
In poor
lighting, a
locari can pass
for a humanoid
shrouded by a heavy
coat or cloak, but
even a cursory
inspection reveals
its monstrous form.
It resembles a
giant insect
standing on its
rear legs, and
its shape and
Written By Joshua Cole
and tim Hitchcock
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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Monsters of NeoExodus: Locari
armaments partake of many different arthropod ances-
tors.
Combat
Created for the battlefield, locari make unsurpris-
ingly fearless and formidable combatants. Since they
have little or no instinct for individual survival, they
happily throw themselves en masse against even the
most stalwart defense, hoping to overwhelm more
skilled foes with numbers and ferocity.
Locari communicate with each other by means of
a complex language of sounds, gestures and phero-
mones. Exceptionally intelligent specimens (Int 10+)
have been known to convincingly ape humanoid
languages.
Locari - CR2
LE Medium Monstrous Humanoid ( Locari )
Init: +2 Senses Darkvision 60 ft.; Listen +1, Spot +1
Languages: Locari
AC: 17, touch 12, flat-footed 15 ( +2 Dex, +5 natural )
hp: 17 ( 3 HD )
Saves: Fort +2, Ref +5, Will +4
Spd: 40 ft. ( 8 squares )
Melee: Claw +5 ( 1d4+2 )
Melee: Stinger +5 ( 1d3+1 plus implant )
Melee: 2 claws +3 ( 1d4+2 ) and stinger +3 ( 1d3-1 plus
implant )
Space: 5 ft; Reach 5 ft.
Base Atk: +3; Grp +5
Atk Options: Implant, pounce.
Abilities: Str 15, Dex 14, Con 13, Int 7, Wis 12, Cha
6
Feats: Ability Focus ( Implant ), Multiattack.
Skills: Climb +4, Jump +4, Swim +4.
The initial frenzied assault of a locari band is bad
enough; far worse is the aftermath. Anyone stung by
a locari risks becoming a host to its offspring, and the
creatures willingly throw their lives away if they can
sting a foe. Often, the implanted egg goes undetected
until it is too late for medics or clerics to remove.
Locari seem to lack the intelligence and initiative
to employ more complicated tactics, yet they have
occasionally been known to employ them; like many
aspects of these enigmatic terrors, the source of their
occasional tactical expertise lies outside the knowl-
edge of the wisest sages.
Advancement
Locari grow stronger and tougher with time.
Advanced locari can reach 6 HD ( Medium ) or 9 HD
( Large ).
Locari Larva -
CR Half
CN small vermin
Init: +2 Senses Blindsight Listen +1, Spot +1
AC: 14, touch 12, flat-footed 12 ( +2 Dex, +2 size )
hp: 2 ( 1 HD )
Save: Fort +2, Ref +5, Will +4
Spd: 20 ft. ( 8 squares ); Climb 20ft.
Melee: bite +2 ( 1d4 plus 1 Constitution )
Space: 5 ft; Reach 5 ft.
Base Atk: +3; Grp –
Attack Options: Blood drain, improved Grab
Abilities: Str 5, Dex 14, Con 12, Int –, Wis 10, Cha 2
Feats: Weapon Finesse
Skills: Climb +4, Jump +4, Swim +4.
Implant ( Ex ): When a locari deals damage with its
stinger attack, it can attempt to implant an egg as a
swift action. The victim must make a Fortitude save
( DC 14 ) or become the host of a locari egg. The DC
is Constitution-based.
A locari egg lies dormant in the victim for 1d6 days
before disgorging a locari larva into the host’s body.
The larva deals 1d4 points of Con damage per hour
until its host dies, at which point it emerges from the
broken body as a locari larva.
During the incubation period, the egg can be removed
by a cure disease or heal spell or by a DC 25 Heal
check. The hatched larva requires a heal spell or a
DC 30 Heal check to remove, after which the Con
damage heals as normal.
Improved Grab ( Ex ): To use this ability, a locari
larva must hit an opponent of any size with a bite
attack. It then buries its head beneath the opoonent’s
flesh and before attempt ing to start a grapple as a free
action without provoking an attack of opportunity.
Pounce ( Ex ): A locari can make a full attack after
charging.
Blood Drain ( Ex ): A locari larva drains blood from
a grabbed opponent, dealing 1 point of Constitution
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Monsters of NeoExodus: Locari
damage each round it maintains the hold. This ability
does not affect elementals, plants, or creatures that
lack a Constitution score.
Improved Grab ( Ex ): To use this ability, a locari
larva swarm must hit an opponent of any size with
a bite attack. It then buries its head beneath the
opoonent’s flesh and before attempting to start a
grapple as a free action without provoking an attack of
opportunity.
Growing larva instinctively thirst for blood, parasiti-
cally lodging their tick-like heads into large mammals
and feeding until they drain them dry. After several
months, the bloated larva stores enough blood to enter
the next stage of its life cycle. It retreates deep into
an underground hive, usually monitored and protected
by other queen locari ( though scholars infrequently
report males and females of the species engaging in
cannibalism ). Once it choses a spot, it spins a cocoon.
It remains dormant in this state for an average of three
months before reemerging as a fully grown locari.
However, in times of drought, extremely cold weather
or other unusual circumstances, the larva can remain
in the cocoon for several years.
Under natural circumstances, a locari rarely implants
more than a single egg in a single occupant. However
when a single target is over implanted with locari eggs
(usually the result of arcane or surgical manipula-
tion), a Locari Larva Swarm forms. Swarms consist
of hundreds of stunted larva. Though they feed vora-
ciously as properly developed larva, they never reach
the next stage of development.
Half Formed Locari
- CR1
LE Medium Monstrous Humanoid ( Locari )
I nit: +2 Senses Darkvision 60 ft.; Listen +1, Spot +1
Languages: Locari
AC: 12, touch 12, flat-footed 10 ( +2 Dex )
hp: 12 ( 2 HD )
Save: Fort +2, Ref +5, Will +4
Spd: 40 ft. ( 8 squares )
Melee: 2 claws +3 ( 1d4+2 ) and stinger +3 ( 1d3-1 )
Base Atk: +3; Grp +5
Atk Options: pounce.
Abilities: Str 15, Dex 14, Con 13, Int 7, Wis 12, Cha
6
Feats: Ability Focus ( Implant ), Multiattack.
Skills: Climb +4, Jump +4, Swim +4.
Gliding towards you a ravenous horde of rat-sized
caterpillars with oversized gullets lined with thou-
sands of razor-sharp teeth.
LOCARI LARVA SWARm
- CR2
CN tiny vermin ( swarm )
Init: +2 Senses Blindsight Listen +1, Spot +1
AC: 13, touch 12, flat-footed 12 ( +2 Dex, +1 size )
hp: 27 ( 5 HD )
Immune: swarm immunities
Save: Fort +2, Ref +5, Will +4
Weakness: swarm vulnerabilities
Spd: 40 ft. ( 8 squares ); Climb 40ft.
Melee: swarm +2 ( 2d6 plus 1d4 Constitution )
Space: 5 ft; Reach 5 ft.
Base Atk: +3; Grp –
Attack Options: Improved Grab, Blood Drain
Abilities: Str 5, Dex 14, Con 12, Int –, Wis 10, Cha 2
Feats: Weapon Finesse
Skills: Climb +4, Jump +4, Swim +4.
Pounce ( Ex ): A locari can make a full attack after
charging.
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 4 for
more information.
Blood Drain ( Ex ): A locari larva swarmdrains blood
from a grabbed opponent, dealing 1d4 points of
Constitution damage each round it maintains the hold.
This ability does not affect elementals, plants, or crea-
tures that lack a Constitution score.
Distraction ( Ex ): Fortitude DC 13, nauseated 1
round. The save DC is Constitution-based.
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NAME
RACE CR
CLASS
NAME
RACE CR
CLASS
STR
DEX
INT
INTIV
LEVEL
STR
INT
INTIV
LEVEL
WIS
BAB
ALIGN
DEX
CON
AC
WIS
BAB
ALIGN
CON
AC
CHA
FORT
_________
CHA
FORT
_________
TOUCH
REF
_________
TOUCH
REF
_________
FLAT
SPEED
WILL
_________
FLAT
SPEED
WILL
_________
MELEE
HIT POINTS
_________
MELEE
HIT POINTS
_________
MELEE
_________
MELEE
_________
RANGE
RANGE
_________
_________
RANGE
_________
RANGE
_________
Attacks (#)
Attacks (#)
Special / Notes
Special / Notes
NAME
RACE CR
CLASS
NAME
RACE CR
CLASS
STR
INT
INTIV
LEVEL
STR
INT
INTIV
LEVEL
DEX
CON
WIS
BAB
ALIGN
DEX
CON
WIS
BAB
ALIGN
CHA
FORT
_________
CHA
FORT
_________
AC
FLAT
TOUCH
REF
_________
AC
FLAT
TOUCH
REF
_________
SPEED
WILL
_________
SPEED
WILL
_________
MELEE
HIT POINTS
_________
MELEE
HIT POINTS
_________
MELEE
_________
MELEE
_________
RANGE
RANGE
_________
_________
RANGE
_________
RANGE
_________
Attacks (#)
Attacks (#)
Special / Notes
Special / Notes
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