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The Husk of Deskari (13-14)Creature 17


UniqueGargantuanAberrationUnholy
Source Pathfinder Society Scenario #6-19: What Walks Again
Perception +26 (darkvision, swarmsense 120 feet)
Languages none
Skills Acrobatics +26, Athletics +30, Intimidation +30
Str +7, Dex +5, Con +8, Int -5, Wis +5, Cha +5

AC 37; Fort +29; Reflex +23; Will +26;
HP 395
Speed 60 feet (climb 60 feet, fly 60 feet)
Immunities acid, death effects, disease, fear effects, mental, paralyzed, poison, precision, swarm mind, unconscious
Weaknesses Holy 10
Resistances Piercing 10

Scythe One Action +31 (+26, +21) to hit (deadly d10, magical, reach 20, trip) 3d10+7 Slashing
Bite One Action +31 (+26, +21) to hit (reach 10, unarmed) 6d6 Acid + 3d10+7 Piercing
Stinger One Action +26 (+22, +18) to hit (agile, reach 20, unarmed) 3d10+7 Piercing + 6d6 Acid

Locust Horde

Once the Husk of Deskari has been reduced to 200 hp the surviving locusts retreat inside the Husk rather than surrounding it. At this point the Disgorge Swarm aura ceases to function, the Husk loses its weakness to splash effects and area of effect attacks, and any creature still taking persistent damage from this effect automatically succeeds on their next flat check to remove it.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Cacophony (auditory, aura, mental)

The droning buzz of locusts fills the air and mingles with the rasping, screeching sounds of the Husk's carapace plates grinding as it moves. Any creature that begins its turn or moves within 60 feet of the Husk of Deskari must attempt a DC 37 fortitude save or be Sickened 1. After attempting the save a creature is immune to the effects of cacophony for 1 minute. On a critical failure, a creature is only immune for 1 round.

Reactive Strike (Stinger Only) Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Disgorge Swarm Two Actions

Millions of fiendish locusts swarm out of the Husk of Deskari, surrounding it in a 30-foot emanation. The swarm moves with the Husk and remains until removed by Locust Horde. Any creature that enters or begins its turn in the emanation must attempt a DC 37 reflex save, with effects based on the results of the save.


Critical Success The creature is unaffected.

Success The creature takes 2d8 piercing damage and is Clumsy 1 for 1 round.

Failure The creature takes 4d8 piercing damage and is clumsy 1 for 1 minute.

Critical Failure The creature takes 8d8 piercing damage and is Clumsy 2 for one minute.

Swarmsense

The Husk of Deskari can see through the eyes of each insect in the swarms infesting its body or those created by its breath weapon. This grants the Husk of Deskari All-Around Vision.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.