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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.