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Hardened Locust KnightCreature 6


RareMediumFleshwarpHumanoid
Source Pathfinder Society Scenario #5-19: Demonic Afterparty
Perception +12 (low light vision)
Languages Chthonian, Common
Skills Lore +9, Athletics +15, Deception +11, Intimidation +13, Religion +9
Str +6, Dex +1, Con +4, Int +1, Wis +2, Cha +3

AC 24; Fort +17; Reflex +11; Will +15;
HP 95
Speed 25 feet

Chitin Dagger One Action +16 (+12, +8) to hit (agile, finesse, versatile s) 1d4+8 Piercing
Chitin Dagger One Action +16 (+12, +8) to hit (agile, thrown 10, versatile s) 1d4+8 Piercing
Rotcarver Scythe One Action +17 (+12, +7) to hit (deadly d10, magical, trip) 2d6+8 Slashing

Unnatural Armor

The locust knight's exoskeleton functions as heavy armor but has no speed penalty.

Husk Shield Reaction

Frequency once per day

Trigger The locust knight takes more than 10 damage in one blow


Effect The locust knight molts, leaving their discarded exoskeleton behind and Striding up to their full speed. The molted exoskeleton has an AC of 20, 15 Hit Points, and is treated as an enemy occupying that space for purposes of flanking.

Actor.Husk Shield

Cutting Plague Two Actions (divine)

The carved maggots in the blade of the rotcarver scythe shoot out in a 30-foot cone, transforming into a swarm of locusts. Creatures in the area take 7d6 piercing damage as they're cut by the locusts' spurs (DC 24 reflex save). The locust knight can't use this ability again for 1d4 rounds.

Lunge One Action

The locust knight makes a Strike with their rotcarver scythe, increasing their reach by 5 feet for that Strike. They can choose to Trip their opponent instead of making a Strike.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fleshwarp

A humanoid transformed so completely by outside forces that they are now a unique ancestry.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.