The Husk of Deskari
Level 14Attacks
Abilities
Once the Husk of Deskari has been reduced to 160 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.
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 33 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.
Millions of fiendish locusts swarm out of the Husk of Deskari, surrounding it in a 30-foot emanation. The emanation 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 36 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 a
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.