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    Hivespawn Hatchling

    This insectoid creature resembles a vaguely-humanoid scorpion without a stinger. It has scythe-like blades instead of pincers and a row of spines along its back.

    Hivespawn HatchlingCR 1

    XP 400
    N Small magical beast
    Init +2; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +8

    AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
    hp 9 (1d10+4)
    Fort +5, Ref +4, Will +1
    Immune acid, disease, poison

    Speed 30 ft., burrow 20 ft.
    Melee 2 claws +2 (1d6/x4)
    Ranged 2 spines +4 (1d3)
    Special Attacks scythe-like claws, spines

    Str 10, Dex 14, Con 17, Int 1, Wis 13, Cha 6
    Base Atk +1; CMB +0; CMD 12 (20 vs. trip)
    Feats Skill Focus (Perception)
    Skills Perception +8
    SQ receptive

    Environment temperate or warm hills
    Organization solitary, pair, nest (3–6), or hive (7–28 drones, 3–6 hulks, 1 queen)
    Treasure none

    Receptive (Ex) A hivespawn doesn't speak or understand any language, but creatures with telepathy can use that special quality to communicate with hivespawn as if they had a language.

    Scythe-Like Claws (Ex) A hivespawn's scythe-shaped claws deal base and critical damage as if they were scythes designed for a creature one size smaller than the hivespawn, including that weapon's x4 critical multiplier.

    Spines (Ex) A hivespawn can loose a number of dart-like spines indicated in its ranged attack from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft. The creature can launch only 24 spines in any 24-hour period.


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