Azruverda
Although repulsive in shape, these enormous, human-faced insectoid creatures are generally peaceful and serene. Left to its own devices, an azruverda is typically content to cultivate fungal gardens in deep underground sanctuaries. These gardens are beautiful to behold—masterful combinations of fungi, rocks, and other objects arranged in an artistic manner. Although generally solitary, azruverdas collaborate when a threat intrudes upon one of their underground homes.
Azruverdas stand 16 feet tall on their many legs and weigh close to 4,000 pounds.
- HP
- 168 (16d8+96)
- AC
- 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, -2 size)
- Speed
- 50 ft., climb 30 ft.
- Init
- +2
- Melee
- bite +21 (2d6+11), 2 claws +21 (1d10+11)
- Ranged
- acid spit +13 touch (10d6 acid)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +12
- CMB
- +25 (+29 bull rush)
- CMD
- 37 (39 vs. bull rush, 45 vs. trip)
- Fort
- +11
- Ref
- +7
- Will
- +15
- DR
- 10/magic and slashing
Acid Spit — An azruverda can spit a stream of acid at a target within 60 feet as a ranged touch attack that deals 10d6 points of acid damage.
rend (1d10+11)
Vermin Master — An azruverda can mentally control to up to 32 HD (twice the azruverda's racial Hit Dice) of vermin at any one time through a combination of supernatural pheromones and magical manipulation. To control a vermin, the azruverda must be able to see it, and it must be within 120 feet. Attempting to control a vermin is a standard action—the vermin can resist this attempt with a DC 25 Will save. If the vermin fails this save, the azruverda can issue a simple mental command like “fight,” “come here,” “go there,” or “stand still” as a swift action. Though composed of thousands of individuals, vermin with the swarm subtype are vulnerable to this ability as well. An azruverda can release a creature from this control as a free action. Vermin affected by this ability act normally unless an azruverda is actively controlling it, but never attack their master azruverda. The save DC is Charisma-based.
Awesome Blow, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Iron Will, Point-Blank Shot, Power Attack, Weapon Focus (acid spit)
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +26, Handle Animal +17, Intimidate +26, Knowledge (dungeoneering) +12, Knowledge (nature) +12, Perception +22, Sense Motive +13, Spellcraft +15, Survival +16
- Type
- Aberration
- Alignment
- CG
- Size
- Huge
- Environment
- underground
- Organization
- solitary, pair, or brood (3-7)
- Treasure
- standard
- Senses
- darkvision 60 ft., tremorsense 100 ft.; Perception +22
- Languages
- Aklo, Common, Undercommon
- Source
- Bestiary 3
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Point-Blank Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Dancing Lights (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Faerie Fire (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Daylight (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Giant Vermin (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Insect Plague (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Repel Vermin (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Summon Swarm (Spell)House/Core — covered by the site's Section 15.
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