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Hivespawn Hulk

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 HulkCR 7

XP 3,200
N Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11

AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 84 (8d10+40)
Fort +11, Ref +8, Will +5
Immune acid, disease, poison

Speed 40 ft., burrow 20 ft.
Melee 2 claws +13 (2d6+6/x4)
Ranged 4 spines +8 (1d8+6)
Space 15 ft.; Reach 10 ft.
Special Attacks scythe-like claws, spines

Str 23, Dex 15, Con 20, Int 3, Wis 13, Cha 6
Base Atk +8; CMB +16; CMD 28 (36 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (claw)
Skills Perception +11
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.