Vermin Lord

Vermin Lord CR 14

XP 38,400
NE Large monstrous humanoid
Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +19
Aura chewing (10 ft., DC 22)

DEFENSE

AC 29, touch 15, flat-footed 29 (+4 armor, +5 Dex, +1 dodge, +8 natural, +1 shield, -1 size)
hp 195 (17d10+102); regeneration 5 (cold)
Fort +11, Ref +15, Will +12
Immune mind-affecting effects
Defensive Abilities improved uncanny dodge

OFFENSE

Speed 40 ft., fly 30 ft. (good), climb 30 ft.
Melee +1 scimitar +22/+17/+12/+7 (1d8+5/15-20), 2 claws +19 (1d6+2), bite +19 (2d6+2), sting +19 (2d4+2 plus poison) or 3 claws +21 (1d6+4), bite +21 (2d6+4), sting +21 (2d4+4 plus poison)
Ranged mwk composite longbow +22/+17/+12/+7 (2d6+4/x3)
Space 10 ft.; Reach 10 ft.
Special Abilities command vermin
Spell-like Abilities CL 14th, concentration +18

At willrepel vermin (DC 18)
3/dayinsect plague
1/daycreeping doom (DC 21), summon (2 goliath stag beetles, 2 giant tarantulas, or 1 advanced titan centipede, level 7th), whip of ants

STATISTICS

Str 19, Dex 20, Con 22, Int 18, Wis 15, Cha 19
Base Atk +17; CMB +21; CMD 37
Feats Blinding Critical, Critical Focus, Dodge, Improved Critical (scimitar), Mobility, Multiattack, Point-Blank Shot, Precise Shot, Spring Attack
Skills Acrobatics +18 (+22 jumping), Climb +20, Fly +18, Knowledge (arcana) +18, Knowledge (nature) +21, Perception +19, Sense Motive +16, Spellcraft +17, Stealth +20, Survival +18, Use Magic Device +19
Languages Common, Draconic, Elven, Undercommon
SQ martial mastery

ECOLOGY

Environment warm forests and underground
Organization solitary, pair or host (1-2 plus 10-40 HD of vermin)
Treasure standard (+1 leather armor, masterwork light wooden shield, +1 scimitar, masterwork composite longbow [+4 pull] other treasure)

SPECIAL ABILITIES

Chewing Aura (Su)

Any creature within 10 feet of a vermin lord takes 4d6 points of damage and is nauseated for 1 round. A successful DC 24 Fortitude save halves the damage and negates the nausea effect. Vermin and vermin lords are immune to this effect. A vermin lord can suppress or activate its chewing aura as a free action. The save DC is Constitution-based.

Command Vermin (Su)

As a standard action at will, a vermin lord can attempt to turn a creature with the vermin type to do its bidding. If the vermin fails a DC 22 Will save, it is treated as being under a dominate monster effect by the vermin lord (CL 17th). A vermin that successfully saves against the vermin lord’s command vermin is immune to this effect for the next 24 hours.

Martial Mastery (Ex)

A vermin lord is proficient in all armor, shields, simple and martial weapons.

Poison (Ex)

Sting—injury; save Fort DC 24; duration 1/round for 4 rounds; effect 1d4 Con damage; cure 2 saves. The save DC is Constitution-based.

ABOUT

This large creature appears to be a wasp-like humanoid the size of a giant. Two pairs of membranous wings grow from its back, its four arms end in clawed hands, and its abdomen is tipped in a wicked stinger. It carries a panoply of weapons.

Vermin lords are cruel and exploitative creatures that fancy themselves rulers of jungle kingdoms. Their ability to magically control giant vermin gives them an army of soldiers, which they use to capture other creatures to toil for them. Vermin lords do not work well together—if two come together they will fight in an attempt to kill or enslave each other. The winner absorbs the territory and vassals of the loser. Most vermin lords are obsessed with magic items, and use their minions to raid tombs and temples, engage in banditry, or make items for the vermin lord’s use.

Vermin lords can attack many natural weapons at once, but prefer to use manufactured magical weapons if they can. Their venom is lethal, resulting in massive internal bleeding in those affected, and they avoid using their stings if on a mission to capture, not kill. Few vermin lords are found alone, and even if they are, they can summon monstrous insects and arachnids to fight alongside them. Their chewing aura tears enemies apart as if they were engulfed in a swarm of insects.

A vermin lord stands ten feet tall and weighs about seven hundred pounds. Despite this, they are nimble on both land and air.

Section 15: Copyright Notice
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