Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Herex

by Jamie Baty

Herex, Adult
DA3 37, DMR2 53
Huge Vermin
Hit Dice: 13d8+39 (97 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armour Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +9/+25
Attack: Bite +15 melee (1d10 +8 plus acidic bite)
Full Attack: Bite +15 melee (1d10 +8 plus acidic bite) and sting +10 melee (1d6 +4 plus paralysis)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Acidic bite, paralysis
Special Qualities: Darkvision 60ft., scent
Saves: Fort +11, Ref +5, Will +5
Abilities: Str 26, Dex 13, Con 17, Int -, Wis 13, Cha 5
Skills: Hide -1, Listen +12, Spot +12, Survival +9
Feats: Alertness, Flyby Attack, Hover, Power Attack, Track
Environment: Any land
Organisation: Solitary, or Clutch (2-5)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: -

When mature, a herex has a body very similar to its larval form but with a smaller head and mandibles, four thin wings (like those of a dragonfly), and a 5-foot-long stinger at the end of its abdomen.
Herex live solely to perpetuate their species. Lacking any quantifiable intelligence, they mindlessly go about their limited activities.
Unlike some insects, herex do not maintain any form of hive or group home. Although they often remain with others of their clutch, they are not particularly social creatures. An adult herex flies about search for both food and a mate. The male dies shortly after mating, while the female burrows into a deep cavern or dungeon to lay 1d6 eggs before dying. In four months, the cycle begins again when the new eggs hatch.

Combat
An adult herex always attacks from the air, sweeping down on its opponents from above. It lands only when it has rendered its foe immobile or dead. An adult also can attack with its tall stinger.

Acidic Bite (Ex): The herex bite is very acidic. The metal armour of a bitten character loses 2 points of its armour bonus with each hit by the bite. When the armour bonus is reduced to +0, the armour is destroyed. The armour may be repaired normally at any point before it is reduced to +0 armour bonus. An unarmoured character suffers an additional 1d10 acid damage with each hit by the herex's bite.

Paralysis (Ex): Any creature hit by the sting of a herex must immediately make a Fortitude save vs DC 19 (Con based) or be paralysed for 4d8 rounds.

Scent (Ex): This special quality allows a herex to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Herex Larva
MMC
Large Vermin
Hit Dice: 6d8+12 (39 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d8 +4 plus acidic bite)
Full Attack: Bite +7 melee (2d8 +4 plus acidic bite)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Acidic bite
Special Qualities: Darkvision 60ft., scent
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 18, Dex 13, Con 15, Int -, Wis 13, Cha 5
Skills: Hide +1, Listen +8, Spot +8, Survival +5
Feats: Alertness, Power Attack, Track
Environment: Any underground
Organization: Solitary, or Clutch (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 HD (Huge)
Level Adjustment: -

The larval form of a herex resembles a flattened, wingless beetle with an elongated, flexible abdomen, large head, and powerful mandibles. The mottled, dun-coloured creature moves swiftly on its six short legs. Larvae range from 10 to 20 feet in length.
Once they burst from their eggs, the larvae spend all their energy hunting, growing, and moulting. When a larva reaches approximately 20 feet in length, it leaves its subterranean birthplace and digs its way to the surface, using its mandibles and saliva to tunnel through solid rock if need be. Once outside, the herex sheds its carapace a final time, emerging in adult form.

Combat
A herex larva seems continually ravenous, roaming the underground passages and caverns of its birthplace in search of prey. The larva uses its bite as its main attack.

Acidic Bite (Ex): The herex larva's bite is very acidic. The metal armour of a bitten character loses 2 points of its armour bonus with each hit by the bite. When the armour bonus is reduced to +0, the armour is destroyed. The armour may be repaired normally at any point before it is reduced to +0 armour bonus. An unarmoured character suffers an additional 1d10 acid damage with each hit by the larva's bite.

Scent (Ex): This special quality allows a larval herex to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.