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Locust KnightCreature 4


RareMediumFleshwarpHumanoid
Source Pathfinder Society Scenario #5-19: Demonic Afterparty
Perception +9 (low light vision)
Languages Chthonian, Common
Skills Lore +7, Athletics +12, Deception +8, Intimidation +10, Religion +7
Str +5, Dex +1, Con +3, Int +0, Wis +1, Cha +3

AC 21; Fort +14; Reflex +8; Will +12;
HP 60
Speed 25 feet

Chitin Dagger One Action +13 (+9, +5) to hit (agile, finesse, versatile s) 1d4+5 Piercing
Chitin Dagger One Action +13 (+9, +5) to hit (agile, thrown 10, versatile s) 1d4+5 Piercing
Rotcarver Scythe One Action +14 (+9, +4) to hit (deadly d10, magical, trip) 2d6+5 Slashing

Unnatural Armor

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

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 5d6 piercing damage as they're cut by the locusts' spurs (DC 21 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.