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ZecuiCreature 6


UncommonMediumAberration
Source Pathfinder Monster Core
Perception +14 (darkvision)
Languages Aklo
Skills Acrobatics +17, Athletics +15, Crafting +12, Medicine +14, Stealth +17
Str +3, Dex +5, Con +2, Int +0, Wis +2, Cha +0

AC 23; Fort +14; Reflex +17; Will +12;
HP 110
Speed 30 feet (burrow 20 feet, climb 20 feet)

Shortsword One Action +17 (+13, +9) to hit (agile, finesse, versatile s) 2d6+7 Piercing
Mandibles One Action +15 (+10, +5) to hit 2d8+7 Piercing
Claws One Action +17 (+13, +9) to hit (agile, finesse) 2d4+7 Slashing

Preserve Prey Reaction (healing, manipulate, occult, vitality)

Trigger A living creature within 30 feet is reduced to 0 Hit Points


Effect The zecui channels corrupt vitality into the triggering creature, which still goes Unconscious but does not gain the dying condition. While that creature is unconscious, the residual energy attempts to counteract any vitality spell healing that creature with a +15 counteract modifier.

Dual Stab One Action

Frequency once per round


Effect The zecui makes two shortsword Strikes against an Immobilized or Off-Guard target. These strikes count towards the zecui's multiple attack penalty, but it doesn't increase until after the second attack.

Harden Chitin One Action

The zecui fuses much of their chitin into a black metallic shell. They gain resistance 5 to all damage (except mental and spirit) until they next take a move action.

Spit Mucus

A creature hit by the zecui's spit attack is Immobilized by the larva-infested mucus and stuck to the nearest surface until it Escapes. While that creature is immobilized, it is exposed to zecui larvae at the end of each of its turns.

Zecui Larvae (disease)

Saving Throw DC 25 fortitude


Stage 1 visible lumps as the larvae move but no ill effect (1 day)

Stage 2 Drained 1 (1 day)

Stage 3 Drained 2 (1 day)

Stage 4 Drained 3 and controlled by the zecui larva (1 day)

Stage 5 the creature dies and the adult zecui can emerge from the corpse as an Interact action


These chitinous entities can only grow to adulthood within a host creature, usually a humanoid or larger animal. When such hosts are particularly plentiful, zecuis can multiply at a horrifying rate, sealing hosts in subterranean chambers until their larvae grow to adulthood. However, during lean times, zecui adults will sate their hunger by eating those hosts along with any unlucky larvae gestating within, unable to be infested by their own young.

Between periods of wakefulness, zecuis hibernate for decades in burrows or buried within the soil. Sometimes an unincubated larva will be buried this way, waiting for a living host to come in contact with it. Once a zecui larva has gestated long enough to take control of its host, it may seek out larger and more powerful entities to devour the host, transferring themselves to a more plentiful source of food.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Aberration

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