Void Scout by Bobby Nichols
Small Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.,climb 30 ft.
AC: 17 (+1 size, +2 Dex, +4 natural)
Attacks: Bite +5 melee, Acid burst +3 ranged
Damage: Bite 1d6+1, Acid burst 2d4+0
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Tremorsense
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 12, Dex 14, Con 14, Int 8, Wis 8, Cha 8
Skills: Climb +11, Hide +6, Listen +3, Spot +3

Environment: Any land
Organization: Solitary, Bunch (2-5), or Hive (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium-size)


The void scout is used by the void hive as its scouts, its explorers, and its primary warriors. the void scout is not a great warrior, but it does have several surprises that will surprise even an experienced party.

Looking like a large bug, the void scout has some definite other worldy qualities: It has one large multi-colored compond eye, numerous sharp ended legs (like a centipede), and a large oriface on its back.

Combat
The void scout uses its ranged acid burst attack to soften its target. It can do this acid burst every 1d4+1 rounds. Additionally, the acid burst

Aberrations have darkvision with a range of 60 feet.


Tremorsense (Ex) Void scouts can automatically sense the location of anything within 60 feet that is in contact with the ground.

Society
The void creatures are otherworldy, from some strange dimension. They are much like termites in their social organization and exist to infest an area and colonize it for their queen. the scouts seek out and report the terrain aroiund the hive, then the hulks pacify it and the sentinals hold the area.

This creature has been play tested.
This is not a kender type creature.

 



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