Husks are the aggressive, mindless foot soldiers of the Reaper armies. They are created by impaling either living or dead humans on mechanical spikes (called Dragon’s Teeth by the humans) that rapidly extract water and trace minerals and replace them with cybernetics. These cybernetics reanimate the lifeless fleshand tissue, transforming the bodies into horrifying killing machines. Husks are particularly weak and somewhat fragile but the Reapers deploy husks in large numbers to overwhelm the enemy. The husks’ inability to feel pain, as well as their tendency to attack in groups, makes them particularly deadly adversaries.
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Senses: Listen +0, Spot +5
Skills: Climb +8, Spot +5
Quick Strike or Electric Strike
or Savage Grapple or Abomination
Darkvision 60 Feet
Immunities: poison, disease, fear effects, mind control, pain effects, unless these effects are able to target machines or cybernetic lifeforms
Slam Melee Attack: +4 Critical: 20/×2 Damage: 1d6+3
Bite: +4 Critical: 19-20/x2 Damage: 1d6+5
Claw: +4 Critical: 19-20/x2 Damage: 1d3+3
1) Toughness
1)
Race: organic/synthetic (reaper)
Alignment Path: N/A
Size Category: Medium
Space/Reach: 5 ft/5 ft
Base Speed - 40 feet
Challenge Rating: 1/2
Environment: Any
Organization:
Solitary, pair, pack (4 – 10), horde (12 – 30)
Treasure: None
SPECIAL ABILITIES
Quick Strike:
If a husk uses all its actions to attack in the same round, it gets another slam attack as a free action. Effectively attacking 3 times in that round.
Electric Blast:
Certain husks can discharge electricity to deal damage to nearby enemies. As a full-round action, these husks have the ability to generate an electrical field in a 10 ft radius centered on themselves. The attack deals 2d6 damage to anyone caught in the area of effect and deals 50% more damage on shields. A Reflex save (DC 13) is allowed for half damage.
A husk with this ability starts with 10 Shield HP, instead of 5, have Shield HP DR 1 and its speed is reduced by 15 ft. They also lose the Quick Strike special ability.
Savage Grapple:
Certain husks can claw and bite an enemy they grapple, almost like a savage weasel. When making a successful melee attack that deals damage, the husk can immediately initiate a grapple check. If successful he latches on to the enemy’s torso and starts biting and clawing. Each turn the husk does nothing more than attacking, automatically hitting the attacks. These attacks still need to be rolled to determine if any of them is a critical hit or not.
Husks with this ability lose the Quick Strike special ability. In addition, the critical threat range of their melee attacks is 19-20. They also gain +2 bonus on grapple checks. However, they lose any Shield HP they might have. Husks weigh around 100 lbs and this weigh should be taken into consideration when the husk latches itself around the target’s torso. If enough husks do this against the same target, the creature will eventually be sent prone due to the husk’s weight.
Abomination:
Certain husks are made to be suicidalbombers. These husks, called abominations, have red-colored circuits. These husks attack usually by charging a target, or moving towards it. That clearly indicated as they start to glow and short flames start to erupt from their bodies. Once they start to glow, they have 3 rounds to get close to an enemy before exploding. Note they only start to glow if they reach the enemy, in a maximum of 3 rounds, from where they stand. Otherwise they approach first and once that distance is acquired they start to glow The explosion deals 4d8 points of damage to all in a 10-ft radius (no save). If they are killed, or they fail to reach an enemy in time, they explode where they stand
These husks do not possess Shield HP. Instead, they possess Plating HP equal to 10, with Plating HP DR 0.
They lose the Quick Strike ability and the ability to perform melee attacks.
Advancement: Husks advance by gaining new HD, as normal. They possess Medium BAB, bad Fortitude and Reflex saves and good Will saves.
However, they do not gain feats or skill points. Instead, each new HD increases their Shield HP by 2.
Also, each 3 HD provides one additional stat point. If a husk reaches HD 7th, it also gains Plating equal to their Constitution score.