Medium-size Magical Beast (Legion)
5d10+5 (32 hp)
|Speed:||30ft, Burrow 20ft, Fly 60ft (Average)|
|AC:||17 (+5 Natural, +2 Dex)|
|Attacks:||2 claws +5, gore +3|
|Base Attack/Grapple:||+5 / +5|
|Attack:||Claw +5 melee (1d6)|
|Full Attack:||2 claws +5 melee (1d6), gore +3 melee (1d8)|
|Space/Reach:||5ft. by 5ft./5ft|
|Special Attacks:||Hive Mind, Leap, Improved Grab, Swarming|
|Special Qualities:||Blindsight, Immunities, Vulnerabilities|
|Saves:||Fort +5, Ref +6, Will +1|
|Abilities:||Str 11, Dex 14, Con 12, Int 4, Wis 10, Cha 5|
|Skills:||Jump +4, Listen +4, Spot +4|
|Feats:||Dodge, Flyby Attack, Multiattack*|
|Organization:||Solitary, Brood (2-5), Nest (5-20), Colony (50-100)|
|Alignment:||Always Lawful Evil|
|Advancement:||6-8 HD (Medium), 9-14 HD (Large)|
The first and most loyal members of the swarm, the symbiotic legion are the most common and while not the most powerful, are among the most deadly of all of Legion's minions. Symbiotic legions, in addition to being fairly strong opponents as individuals, are connected through a powerful hive mind power, making them that much deadlier.
Symbiotic legion resemble massive silvery beetles, with elongated forelimbs, long, serrated mandibles and a single red eye in the middle of their heads. Symbiotic legions, despite what their physiology would suggest, are not carnivores, but actually consume glass and crystals by chemically breaking them down and absorbing them into the structure of their bodies.
Symbiotic legion do not speak any normal language, but instead communicate through fluctuations of their body's energy. Other creatures that possess the legion subtype can perceive this language, and are able to communicate with their own body electricity, though it is still imperceptible to all other beings without the legion subtype.
Symbiotic legion are built to fight. While not the most intelligent opponents, they are cunning, and, thanks to the hive mind, they are able to attack in a highly coordinated fashion, and thus are able to take down prey much larger than themselves.
Leap (Ex): If a symbiotic legion leaps onto an opponent in the first round of combat, the legion gets to make a full attack action, even if it has moved already that round.
Hive mind (Ex): All symbiotic legions within three hundred yards of each other are in constant mental contact though a powerful form of mind link. If one of them is aware of a particular danger, then they all are. No member of the hive mind is considered flanked or flat-footed unless they all are.
Improved Grab (Ex): If a symbiotic legion hits a small or larger opponent with its claw attack, it may start a grapple as a free action without provoking an attack of opportunity. Against opponents small to medium size, for each round that it maintains the grab, it automatically deals claw damage and gains a +2 circumstantial bonus on its gore attack. Against larger opponents, it deals claw damage each round and hangs on. For each symbiotic legion attached to a creature, the victim's movement rate is reduced by 5ft. per round, to a minimum of 5ft. Up to 8 symbiotic legion can attach to a large opponent, 20 can attach to a huge creature, 64 can attach to a gargantuan creature and 320 can attach to a colossal creature. Once a symbiotic legion gets a hold, it either pulls its victim into its space if medium size or smaller, or moves into the space of its victim, if the creature is large or larger. Doing so does not provoke an attack of opportunity.
If more than half of the maximum number of symbiotic legion attach to a creature, then they can use their swarming attack.
Swarming (Ex): If more than half the maximum number of symbiotic legion attach to a monster, they can execute a powerful swarming attack. Each round that at least half the maximum number remains grappled, the creature attacked takes 3d6 points of damage. This damage ignores damage reduction and replaces the individual symbiotic legion's normal claw damage dealt for maintaining the hold. Also, so long as the minimum number of symbiotic legion needed for the attack maintain the grab, the creature attacked is considered blind. For each additional 1/6th of the maximum number that also gets a hold, the damage inflicted increases by 1d6 points, until at the maximum number the damage inflicted is 6d6 points of damage per round.
For example, a swarm of 20 symbiotic legion attacks a hill giant. On the first round, six gain a hold, and begin to inflict damage onto the giant. On the next round, another five gain a hold, at which point they begin to deal swarming damage. On the next round, the giant manages to shake 3 free, but another six gain a hold. At this point, the damage increases to 4d6 points of damage per round. On the next round, the last seven manage to attach themselves to the hill giant, and the swarming damage increases to 6d6. On the next round, the hill giant collapses, nothing more than a skeleton stripped of flesh.
Blindsight (Ex): Symbiotic legion perceive the world in a completely alien fashion to most other life forms. A symbiotic legion's blindsight extends out 60ft. Creatures with the electrical subtype, as well as any object that generates electricity lights up to these monsters, giving them a +2 circumstantial bonus to attacks against such sources. They will attack such creatures or objects in preference to all others, including a more pressing foe.
Immunities (Ex): Symbiotic legion are immune to cold and to mind-influencing effects, save those cast by other creatures with the legion subtype.
Vulnerabilities (Ex): Symbiotic legion take double damage from piercing weapons and fire damage. If the creature is given a saving throw to avoid fire damage, it takes double damage on a failed save and standard damage on a successful one.
Legion: Able to communicate with any other creature that has the Legion subtype through the Legion language. Incapable of attacking any creature that has the Legion subtype with more hit dice than it does. Completely incapable of attacking Legion herself.