Library / Bestiary

Apocalypse Locust

CR 6.00 Outsider CE Large HD 6
An unnerving, buzzing drone emerges from a creature resembling a tortured human half transformed into a giant, winged scorpion.

Apocalypse locusts are damned humans twisted and fused into the form of massive, fiendish insects. They delight in torturing living creatures, drawing out the torment for as long as possible. Though these creatures have average intelligence, they are consumed by hatred and eternal pain, and therefore lack any kind of empathy or sanity. Apocalypse locusts particularly enjoy watching holy warriors suffer their hallucinatory stings.

HP
75 (6d10+42)
AC
20, touch 9, flat-footed 20 (+11 natural, –1 size)
Init
+0
Speed
30 ft., fly 60 ft. (good)
Fort
+7
Ref
+2
Will
+6
BAB
+6
CMB
+13 (+17 grapple)
CMD
23
Melee
2 pincers +7 (1d8+3 plus grab), sting +11 (1d6+6 plus sting)
Space
10 ft.
Reach
10 ft.
DR
5/epic
str
22
+6
dex
10
+0
con
14
+2
int
11
+0
wis
13
+1
cha
15
+2

Weapons: Martial, Simple

Abyssal Torment — An apocalypse locust's sting is designed to torment its victims with wracking pain. A victim of the creature's venomous sting also takes a -4 penalty on attack rolls, skill checks, and ability checks. The effects of abyssal torment last until the sting's poison is cured.

breath weapon (30-ft. line, 1d6 fire damage plus accursed brand, Will DC 15 negates, usable every 2d4 rounds)

constrict (1d8+9)

Maddening Buzz — When three or more apocalypse locusts in a group simultaneously flap their wings, they create a loud buzzing sound capable of driving other creatures mad. Any creature within a range of 100 feet + 10 additional feet per locust must succeed at a DC 15 Will save or go mad as if affected by a confusion spell (caster level equal to the locusts' CR plus the number of locusts present). This is a sonic mind-affecting effect. The DC for the save is Charisma-based.

mythic power (3/day, surge +1d6)

Sting — Poison—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1 Con plus abyssal torment; cure 2 consecutive saves. The save DC is Constitution-based.

Universal Monster Rules

Grab
Grab (pincers) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d8+9) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Breath Weapon (30-ft. line, 1d6 fire damage plus accursed brand, Will DC 15 negates, usable every 2d4 rounds) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.

Special Abilities

Abyssal Torment from text
An apocalypse locust's sting is designed to torment its victims with wracking pain. A victim of the creature's venomous sting also takes a -4 penalty on attack rolls, skill checks, and ability checks. The effects of abyssal torment last until the sting's poison is cured.
Maddening Buzz from text
When three or more apocalypse locusts in a group simultaneously flap their wings, they create a loud buzzing sound capable of driving other creatures mad. Any creature within a range of 100 feet + 10 additional feet per locust must succeed at a DC 15 Will save or go mad as if affected by a confusion spell (caster level equal to the locusts' CR plus the number of locusts present). This is a sonic mind-affecting effect. The DC for the save is Charisma-based.
Mythic Power (3/day, surge +1d6) from text
Sting (sting) from text
Poison—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1 Con plus abyssal torment; cure 2 consecutive saves. The save DC is Constitution-based.

Feats, Traits & Items

Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.

You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Weapon Focus (pincer) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus
Weapon Focus, Mythic (pincer) from Feat

Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.

Bluff +11, Fly +11, Intimidate +11, Perception +10, Stealth +5, Survival +10

spell-like abilities:
1/day—Summon Swarm
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
any evil-aligned planes
Organization
solitary, pair, or colony (3–30)
Treasure
standard
Senses
darkvision 60 ft.; Perception +10
Languages
Abyssal
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
5 House/Core 1 Recognized publisher
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