Sho, Master of Locusts

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Sho, Master of Locusts (CR 4)

Lawful Evil - Medium - Humanoid
Lore: Know (Local)
9 25
Basic DC Full DC
Initiative
Initiative Icon 2.png
11
Perception:
21 +11
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
21
Man Def
Shield Icon 3.png
19
Monster Health
76 38 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +7
Refl: +7
Will: +7

Strong Against:

  • Immune (no effect): poison, disease
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 2x Six Fiend Strike +7 (1d8/19-20 x2)
    as piercing (physical, common)

Full Attack (Melee):

  • 6x Six Fiend Strike +7 (1d8+3/19-20 x2)
    as piercing (physical, common)

Standard Attack (Ranged):

  • 1x Shuriken +7 (0/19-20 x2)
    as slashing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

  • 4x Shuriken +7 (1d8+3/19-20 x2)
    as slashing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Siege Damage: Not siege capable

Statistics

21
STR
22
DEX
15
CON
11
INT
14
WIS
11
CHA

Skills:

Languages: Common, Fontaigne (pidgin)

Feats:

Special Abilities

Rapacious Scavenger (Ex)

As a move action, Sho can attempt to bite one adjacent creature to restore his own flesh by consuming theirs. If the creature is helpless or (recently) dead, this requires no to-hit roll. If the creature is alive, Sho must hit them with a melee touch attack at 1d20 + 11 vs. AC (always hits on a 17+ on the die). If he hits, he inflicts 1d6+1 as piercing (physical, common), and heals 12 points of damage.

This ability may not be used more than once per round.
Ten-Thousand Mouths (Su)

Once per encounter, as a swift action, Sho can dissolve his body into a swarm of locusts. All damage dealt to him is reduced by half until the start of his next turn. In addition, at the start of his next turn, he can instantly teleport anywhere within 15 feet of his current space, and the next attack he makes against an enemy is made as if they were flat-footed (first attack only).

Area effect attacks which do not specify a maximum number of targets deal full damage to Sho while he is in this form.
No, his last name is not "'Nuff".

Sho, Master of Locusts

Sho displayed remarkable talent even at the early age of 3, when his training began. Where other children his age struggled with their newfound abilities to run and climb, toppling over with the merest disruption of their balance, Sho displayed a grace and agility that rivaled many of his much-older peers. By the age of 5, he had won a children's tournament, defeating other fighters as old as 12. Though his young body lacked power, his accuracy and his ability to remain calm saw him through.

By the age of 9, that sea of calm that he projected began to worry his masters. Even when defeated, Sho displayed none of the emotions one might expect from a beaten child. He shed no tears; he simply thanked his opponent for the lesson, bowed to them and walked off the mat. However, it wasn't long before the masters noticed that his rivals frequently had "accidents", some of which left them maimed or incapacitated for months at a time. None spoke out against Sho, or suggested he was behind it, but the coincidences were too obvious to ignore.
Sho was banished from his temple at the age of 10, exiled to fend for himself.
It is not known what travails he experienced in the intervening years, but by the age of 16, he held a respected position within a raiding party of Arrakanza. Though much younger than the other warriors, and smaller of frame due to his human origins, he was accorded a respect by his peers that he never found in the temple. During this time, he apparently learned an affinity that earned him the title "Master of Locusts". Certainly his lust for battle demonstrates an unquenchable hunger and gluttonous desire.
Today, he stands among the Sangfrere, the personal guards of the Chairman Regent Pascale Durand. His scarred features demonstrate a history of violence, and his fiery determination is clearly seen in his baleful, serene gaze.

Combat Tactics

Sho is a very capable fighter, though somewhat inexperienced with fighting anyone close to his equal. He has always been surrounded by those who fear him, and isn't quite sure what to do against someone confident they will beat him.

In combat, he will reserve his Ten-Thousand Mouths ability until he feels he is in trouble. Similarly, he will focus on attacking rather than making use of his Rapacious Scavenger ability, until he is bloodied.
As an honorable, if despicable, warrior, he will never retreat from a fight, especially if he has been directly challenged to single combat. He is eager to prove himself, and will seek opportunities to defeat fellow masters and take their power, if the opportunity arises.

Out of Combat

Sho spends most of his time training, sparring, and exercising, when not fighting. His life revolves around combat, though he also enjoys eating. Sho is capable of consuming any solid matter that he can chew, and gaining sustenance from it. He has survived on a diet of sticks and dirt for months at a time, though he took little joy from such fare.

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)