HIVE HORROR, TYPE 21 - CR 21

XP 409,600

NE Huge quasi-dead (necromorph)

Init +10; Senses darkvision 60 ft.; Perception +35

DEFENSE                                                                        

HP 500

EAC 36; KAC 38

STR +29; CON +24; DEX+24; INT+18; EGO +11

Defensive Abilities quasi-dead qualities, 20% fortification; Weaknesses dark matter vulnerability

OFFENSE

Speed 30 ft.

Melee mega claws +36 (12d12+33 B plus grab)

Space 15 ft.; Reach 15 ft.

Offensive Abilities saprobiont engulfment (8d10+33 A, EAC 36, KAC 34, 125 HP).

STATISTICS

Str +12; Dex +10; Con +0; Int +7; Ego +0

Skills Athletics +40, Acrobatics +35, Sense Motive +35

Languages Common, Limited telepathy

Other Abilities necromorph

SPECIAL ABILITIES

Frightful Presence (Su) The reaper’s presence unsettles its foes. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. It has a range of 30 feet. Opponents within the range must succeed at a Will save (DC 25) or be shaken for 5d6 rounds.  Once an opponent has been exposed to a reaper’s frightful presence (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature's frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.

Grab (Ex) If the reaper horror hits with a mega claw, it deals the normal damage. If the reaper’s attack roll successfully hits the target's KAC + 4, the creature also automatically grapples the foe as a free action. (If it hits the target's KAC + 13, it instead pin’s the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.

Saprobiont Engulfment (Ex) When the reaper horror pins a creature automatically moves the creature to a saprobiont mass on its back where it will begin engulfing the creature and absorbing its spiritual ghost and physical form into its own.   Unless otherwise specified, a reaper horror can engulf only targets that are at least one size category smaller than itself, and it has room for a single target of that size in its saprobiont mass (doubling the maximum number of creatures it can have swallowed for each additional size category by which these creatures are smaller). Once engulfed, the target takes the listed saprobiont engulfment damage automatically at the beginning its turn every round. The target is considered grappled as long as it is engulfed. The target can attempt to cut its way out (the interior of a creature with saprobiont mass has the same EAC as its exterior and a KAC equal to that of its exterior - 4) by dealing an amount of damage equal to one-quarter the reaper horror’s total Hit Points, though any attack that does not deal slashing damage deals only half its normal damage.

Necromorph Options Although there are common types of hive horrors each is unique.  You can select one of the following abilities or spend 5 Gene Pool points from the mutations presented in the Mutant Menagerie.  Note these options have not been included in the creature’s stat block.

  • Psychic Assault, Evolution II: As a standard action, a reaper horror’s psychic mutation allows it to unleash a burst of harmful mental chatter at a target within 30 feet as a standard action. The target must make a EGO save (DC 19), or it takes 21d8+7 damage.  This is considered a mind-affecting spell-like ability and takes 10 minutes to recharge.
  • Spore Cloud: The reaper horror can release a cloud of spores in a 10-ft. radius as a standard action. Any non-quasi-dead must make a Fortitude Save (DC 16), or become infected by necromorphine spores. An environmental suite or armor with like function protect a target from this spore attack. See Hive Horror, Type 4 for additional information on the necromorphine affliction.
  • Vampiric Field, Evolution II: This psychic mutation grants the reaper horror the ability to absorb the life essence (Hit Points) from all creatures (friend or foe) within a 10-foot radius. All creatures in the area of effect must make a CON save (DC 19) or lose 3d8 hit points per round. Hit Points drained from creatures are added directly to the reaper horror’s Hit Points. This vampiric field does not allow it to exceed its maximum Hit Point total. The vampiric field has a duration of 2d8 rounds and is usable once per day

ECOLOGY

Environment any

Organization hive

Known among survivors as the "Genetic Reaper," the Type 21 hive horror is the apex predator and guardian of its domain. Standing alone as the dominant force within its hive, it is shrouded in fear and mystery. Its unsettling ability to assimilate both the genetic makeup and physical features of its victims means that the Type 21 can adopt elements of those it consumes, including facial characteristics, bodily traits, and even certain mannerisms. This mimicry is not just a passive display—it serves to lure potential prey by exploiting familiarity or confusion, making encounters with the Type 21 especially harrowing.

Where most hive horrors rely on brute strength or overt psychic aggression, the Type 21 combines its formidable powers with a disturbing psychological edge. Those who have faced it report seeing the faces of long-lost friends or allies twisted across its monstrous form, adding to the terror it inspires. The assimilation process is deeply invasive, allowing the Type 21 not only to physically adapt but also to bolster its own abilities by acquiring advantageous characteristics from each victim.

Its reign as the sole inhabitant of a hive is assured by a combination of unmatched strength, cunning, and its nightmarish powers of assimilation. The hive itself becomes an echo chamber of past victims, each contributing to the horror’s evolving form and capabilities. Would-be invaders must contend not only with its supernatural abilities—such as frightful presence, psychic assault, and vampiric field—but also the psychological warfare waged by its stolen visages and voices. In every respect, the Type 21 is the embodiment of the hive’s collective terror, perpetuating its legacy of fear and dominance through each new assimilation.

Origin/Ancestry
Necroborg/Human
Lifespan
Unknown
Average Height

Huge 25'

Average Weight

1-2 tons

Average Physique

Monsterous

Body Tint, Colouring and Marking

Molted brown with assimilated heads sheathed under a thin layer of leathery skin.


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