Genus Name: Locusti Religisega
Locusts are insectoid creatures whose origins date to the first bio-monster types. Its four legs can take it quite fast for an animal of its size and its bulging red eye has an amazing sight. Locusts range from green to blueish green.
"'Grass Assassin, Altered Beast. A mutated form of Locusti religisega.'
Let's see... It's similar to the species native to the homeworld, but... It shows signs of DNA alteration, which puts it in a different class. 'Source of DNA alteration has not yet been determined. It sprays an adhesive threadlike filament to trap its prey. When in danger, it has a tendency to charge toward its enemy. It seems to have poorer eyesight then the standard
locust, take advantage of this in order to defeat it.'"
Locusts
Combat
Locusts are very aggressive, and will attack any creature not belonging to its territory who approaches. If facing three or lesser invaders, it will attack with its battering, barbed mantis arms every round, its long reach automatically entitles the locust with an attack of opportunity against the fist opponent that approaches. When hunting for food, the locust will resort to its
Goo attack (see below).
If the locust feels itself outnumbered or overpowered at any moment, it will attempt to overrun the opponent the locust perceives as the weakest target and flee. Targets of an overrun suffer 1d6+5 points of damage from the locust's ramming head.
Goo: When facing lone opponents or small, tight-packed groups, a locust's first attack will be spitting a gooish secretion at the opponent's' feet. Attacking with the goo is a ranged touch attack and produces a gooish splat of 10 metres in radius.
Characters caught in the goo are effectively stuck until the goo dissolves (1d4 hours) or until they succeed a Strength check with a Burst DC of 20, bursting out of the goo is a full-round action that draws an attack of opportunity. Once the victims are stuck, the locust will proceed to smash targets into unconsciousness with its long arms from a safe distance.
Locust
Large Aberration
6d8+18 (45 Structural points), 16 Hit points
+1 (Dex)
15m
16 (-1 size, +1 Dex, +6 natural)
Slam +7/+7
Slam 1d6+3 / 1d6+3
Ram +9
Overrun 1d6+5
3m by 2m / 1.5m
Goo +5 Ranged
Low-light vision 18m
Fort 8 Ref 3 Will 8
Str 16 Dex 12 Con 16 Int 4 Wis 10 Cha 10
Listen +8, Search +3, Spot +5
Feats: Run
Temperate to cold hills and mountains
Solitary or pair
2
Locusta
Locusta are a tropical variation of the weaker Locust which managed to adapt to the cold climate. Locusta are similar to Locusts, except for a bit bluntier heads, wickedly sharp blade arms, and they are copper in color and much more dangerous.
Combat
Locusta are furtive hunters. Locusta's modus operandi is shadow its prey, Backstab, and fight only long enough to be able to capture a single creature, then flee.
After shadowing its prey for no less than 1d4 minutes (victims are entitled to make Spot checks versus the Locusta's Move Silently check every minute), the first locusta strikes its prey with a backstab attack (and attempts to grab).
Locusta have three attacks per melee, In combat, the locusta uses his viciously sharp mantis arms to slash opponents, after each successful strike, a locusta gets an attempt to grab the opponent (which in locusta terms means piercing a target and lifting it so it can't escape). If the grab attempt succeeds, the locusta flees with the prey and paralyses it halfway across the escape; if no grab attacks have been successful after using its two arms, it attacks with its paralysis breath. Each round after the first locusta entered combat, another locusta of the pack enters combat with a
Backstab.
Paralysis: The locusta releases a breath with the same agents of nerve gas. Targets in a 10m cone in front of the locusta need to succeed a Fortitude save DC 16 or be paralyzed for 2d6 rounds, the breath's toxic agents can act through a target's pores, so nothing short of a full environmental suit will provide protection against it. A locusta can only use its paralysis breath 1d4+1 times per day.
Locusta
Large Aberration
12d8+36 (80 Structural points), 16 Hit points
+4 (3 Dex, 4 Improved Initiative)
15m
18 (-1 size, +3 Dex, +6 natural)
Claw +12/+12
Claw 2d6+3 / 2d6+3 (Critical 18-20)
3m by 2m / 1.5m
Paralysis
Backstab +4d6
Low-light vision 18m
Fort 11 Ref 7 Will 8
Str 16 Dex 16 Con 16 Int 13 Wis 10 Cha 4
Hide +9 Jump +9, Listen +6, Move Silently +10, Search +7, Spot +6
Feats: Improved Initiative, Improved Grab, Spring Attack
Climate/Terrain: Jungle
Organization: Pair, or hunting pack (4-6)
Challenge Rating: 10
A third & fourth Form a locust exists called a grass assassin & Crimson Assassin, they have been mutated by De Rol le or Dal Ral Lie mutagen indicating that the palmans took locust to other planets they colonized for some reason. (Stats of grass & crimson assassin are pending)
Originally known as the species Locusti religisega, this creature was heavily mutated by being exposed to the sap of the bioweapon, De Rol Le.
As a result, the Grass Assassin is armed with pincer-like claws that glow as they are swung, a horned tail, and a thin streamlined body that allows the creature to sprint short distances quickly. Its face has five distinctive, pink eyeballs with the central eye being the largest of the whole. Despite having many eyes, the Grass Assassin is known to have poor eyesight compared to the locust, and it relies on its senses of touch and hearing in order to track its prey.
A predator by nature, this creature will attempt to spit an adhesive filament on its victim that traps its target long enough for it to be tenderized by the Grass Assassin's large, photon-like claws before being consumed. If a Grass Assassin feels like its life is in danger, it will wildly charge at its opponent until the threat has been chased away or killed. When a Grass Assassin is killed in combat, its children that were hidden within its body tear their way out of their parent's corpse in a desperate effort to escape from harm.