Azruverda

A humanoid head peers forth from this enormous creature’s beautifully iridescent, spike-covered beetle carapace.

Azruverda CR 13

XP 25,600
CG Huge aberration
Init +2; Senses darkvision 60 ft., tremorsense 100 ft.; Perception +22

DEFENSE

AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, -2 size)
hp 168 (16d8+96)
Fort +11, Ref +7, Will +15
DR 10/magic and slashing; Immune acid; Resist cold 10

OFFENSE

Speed 50 ft., climb 30 ft.
Melee bite +21 (2d6+11), 2 claws +21 (1d10+11)
Ranged acid spit +13 touch (10d6 acid)
Space 15 ft.; Reach 15 ft.
Special Attacks acid spit, rend (1d10+11)
Spell-Like Abilities (CL 16th; concentration +23)

At willdancing lights, faerie fire
3/daydaylight, giant vermin, insect plague, repel vermin (DC 21), summon swarm

STATISTICS

Str 32, Dex 15, Con 23, Int 14, Wis 16, Cha 25
Base Atk +12; CMB +25 (+29 bull rush); CMD 37 (39 vs. bull rush, 45 vs. trip)
Feats Awesome Blow, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Iron Will, Point-Blank Shot, Power Attack, Weapon Focus (acid spit)
Skills Climb +26, Handle Animal +17, Intimidate +26, Knowledge (dungeoneering) +12, Knowledge (nature) +12, Perception +22, Sense Motive +13, Spellcraft +15, Survival +16
Languages Aklo, Common, Undercommon
SQ vermin master

SPECIAL ABILITIES

Acid Spit (Ex)

An azruverda can spit a stream of acid at a target within 60 feet as a ranged touch attack that deals 10d6 points of acid damage.

Vermin Master (Su)

An azruverda can mentally control to up to 32 HD (twice the azruverda’s racial Hit Dice) of vermin at any one time through a combination of supernatural pheromones and magical manipulation. To control a vermin, the azruverda must be able to see it, and it must be within 120 feet. Attempting to control a vermin is a standard action—the vermin can resist this attempt with a DC 25 Will save. If the vermin fails this save, the azruverda can issue a simple mental command like “fight,” “come here,” “go there,” or “stand still” as a swift action. Though composed of thousands of individuals, vermin with the swarm subtype are vulnerable to this ability as well. An azruverda can release a creature from this control as a free action. Vermin affected by this ability act normally unless an azruverda is actively controlling it, but never attack their master azruverda. The save DC is Charisma-based.

ECOLOGY

Environment underground
Organization solitary, pair, or brood (3-7)
Treasure standard

Although repulsive in shape, these enormous, human-faced insectoid creatures are generally peaceful and serene. Left to its own devices, an azruverda is typically content to cultivate fungal gardens in deep underground sanctuaries. These gardens are beautiful to behold—masterful combinations of fungi, rocks, and other objects arranged in an artistic manner. Although generally solitary, azruverdas collaborate when a threat intrudes upon one of their underground homes. Azruverdas stand 16 feet tall on their many legs and weigh close to 4,000 pounds.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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