Zecui Horde
Level 11Abilities
HP 195 (4 segments); Thresholds 130 (3 segments), 65 (2 segments)
The zecuis fuse their chitin into black metallic shells. The horde gains resistance 10 to all damage (except mental and spirit) until they next take a move action.
1 to 3
Frequency once per round
Effect The horde makes a vicious bite attack against each enemy in a 5-foot emanation (DC 27 reflex save). The damage dealt depends on the number of actions.
1 (1d8+2)[piercing|options:area-damage] damage
2 (2d8+12)[piercing|options:area-damage] damage
3 (3d8+15)[piercing|options:area-damage] damage
The horde spits a volley of larva-infested mucus as a 10-foot burst within 30 feet. Each creature in the area must succeed at a DC 27 reflex save or be stuck to the nearest surface, Immobilized until they . Any creature so immobilized is exposed to zecui larvae at the end of each of its turns. When the zecui horde is reduced to 2 segments, this area decreases to a 5-foot burst.
Requirements The zecui horde has burrowed into an ambush position just beneath a surface of dirt, sand, or a similar loose material
Effect The horde bursts from the ground and moves up to its Speed. The horde deals (1d8+2)[piercing|options:area-damage] damage (DC 29 reflex save) to each enemy in a 5-foot emanation at the end of this movement.
Saving Throw DC 30 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 an adult Zecui can emerge from the corpse as an Interact action.
A surprise raid by a swarm of the insectile zecui can easily wipe out an entire village overnight. When they don't devour their victims immediately, zecuis typically implant them with their own larvae and bury them in sprawling mass graves, where the developing zecui horde can lie dormant for years before suddenly erupting to the surface to wreak havoc on nearby settlements.