HIVE HORROR, TYPE 8 - CR 11
XP 12,800
NE Medium quasi-dead (necromorph)
Init +8; Senses darkvision 120 ft.; Perception +21
DEFENSE
HP 216
EAC 24; KAC 26
STR +18; CON +15; DEX+15; INT+10; EGO +9
Defensive Abilities quasi-dead qualities, 20% fortification; Weaknesses dark matter vulnerability
OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +14 (1d6 P plus NECROVENOM ) or claw +14 (1d12+12 S, critical bleed 1d6)
Multiattack bite +8 (1d10+14 P plus NECROVENOM ), 2 claws +8 (1d12+12 S, critical bleed 1d6)
STATISTICS
Str +5; Dex +3; Con +0; Int +1; Ego +0
Skills Athletics +21, Acrobatics +21, Stealth +26
Languages Common, limited telepathy (hive horror only)
Other Abilities dream web, necromorph, spider climb
SPECIAL ABILITIES
Dream Web (Ex) A type 8 hive horror can spit a 20ft. x 20ft. web up to 30-ft away as an attack action. The dream web is an iridescent green hue, making them easy to notice (Perception DC 15). Any living creature that comes in contact with these webs experiences strange hallucinations, taking 1 point of Wisdom damage per round of contact. A DC 18 Fortitude save negates this damage. If the webs of a type 8 hive horror are burned, they create a spread of poisonous gas in a 10-foot radius. This gas deals 1d4 points of Wisdom damage to all creatures in the area. A DC 18 Fortitude save halves this damage. The cloud of colorful vapor remains for only a single round before dissipating harmlessly. The save DC is Constitution-based. A type 8 hive horror can spit up to 5 dream webs per day.
Necromorph Options Although there are common types of hive horrors each is unique. You can select one of the following abilities or spend 3 Gene Pool points from the mutations presented in the Mutant Menagerie. Note these options have not been included in the creature’s stat block.
- Leaper: +8 bonus on Acrobatics (Jump) checks
- Hypersensitivity II: +2 bonus to Perception checks
- Mega Claw One of the hive horrors claws is replaced with an even more massive claw. The mega claw’s damage increases to 2d12+12. The type 8 hive horror gains a +4 bonus to all combat maneuvers attacks to grapple or pin and gain a +4 to your KAC to prevent an opponent from countering or breaking a grapple while using the mega claw. Once it has successfully grappled an opponent it does automatic claw damage each round and maintaining its grapple becomes a swift action. The claw can be used to hold things but is incapable of fine manipulation.
ECOLOGY
Environment any
Organization hive
Although it is often mistaken for a humanoid-spider hybrid, a type 8 hive horror shares many of the same qualities one would expect from such an abomination. Also known as a spider horror, these beasts have 12 sets of white pupil less eyes, over-sized claws, a hard outer carapace, and boney spider legs that retract into their spine. The spider horror uses its ability to climb one vertical and upside-down horizontal surfaces to its advantage while weakening its prey by spitting dream webs.
6'6"
225 Lns.
Well Muscled
Molted gray and browns with protruding bones and spider-like eyes.


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