Myrmyxicus (Tanar'ri)
Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 18d8+126 (207 hp)
Initiative: +2
Speed: 20 ft., fly 40 ft. (poor), swim 60 ft.
AC: 33 (-2 size, +2 Dex, +18 natural, +5 profane), touch 15, flat-footed 31
Base Attack/Grapple: +18/+37
Attack: Huge +3 unholy scythe +27 melee
Full Attack: Huge +3 unholy scythe +27/+22/+17/+12 melee and 3 Huge +3 unholy scythes +22 melee, or bite +25 melee and tail +25 melee and 6 tentacles +25 melee
Damage: Huge +3 unholy scythe 2d6+14/19-20/x4 (primary), Huge +3 unholy scythes 2d6+8/19-20/x4 (secondary), bite 2d8+5, tail 1d8+5, tentacle 1d6+5
Face/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, Charisma drain, constrict 1d6+5, improved grab, spell-like abilities, summon tanar'ri
Special Qualities: DR 5/cold iron and good, infuse scythe, outsider traits, SR 28, tanar'ri traits, unholy ichor
Saves: Fort +18, Ref +13, Will +18
Abilities: Str 33, Dex 15, Con 24, Int 22, Wis 24, Cha 21
Skills: Bluff +26, Concentration +29, Diplomacy +30, Disguise +5 (+7 acting), Hide +15, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +30, Search +27, Sense Motive +28, Spellcraft +29, Spot +30, Survival +7 (+9 following tracks or on other planes), Swim +40
Feats: Alertness, Cleave, Improved Critical (scythe), Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (scythe)
Climate/Terrain: Any water (Abyss)
Organization: Solitary
Challenge Rating: 21
Treasure: Standard coins, double goods, standard items
Alignment: Always chaotic evil
Advancement: 19-25 HD (Huge); 26-48 (Gargantuan); 49-54 (Colossal)
The devastating and terrible myrmyxicuses are among the most powerful of the tanar'ri. They are feared and respected by most anything they encounter.
A myrmyxicus is a truly terrifying sight. Its greasy green body is eel-like, measuring nearly 25 feet in length. A tall row of spines runs down its back, and the tip of its tail is adorned with a slavering lamprey mouth. The myrmyxicus has a powerfully muscled humanoid torso with four arms arranged symmetrically around the chest. Six octopoid tentacles are arranged in a similar manner around the creature's waist, where its torso turns into its long eel-like tail. The head of a myrmyxicus resembles that of a prehistoric sea reptile, with a fanged snout and tiny black eyes, but with the addition of three pairs of curling horns like those of a ram.
The myrmyxicuses rule vast regions of the Abyssal oceans from floating citadels made of millions of tons of fish skeletons and razor-sharp shells and coral. They are their own masters, and they never serve any other creature for long. Many myrmyxicuses spend ages looking for ways to transport their floating citadels into the seas of other Abyssal layers or even other planes to expand their enslaved empires.
Combat
Unlike most powerful tanar'ri, the myrmyxicus does not have a huge array of spell-like powers to rely upon. Not that it needs such powers; in combat, few creatures can match the horrible fury of an enraged myrmyxicus. It spreads its attacks out among any creatures it can affect, focusing its attacks on a single target only in the rare case when it meets a creature that poses a challenge.
Breath Weapon (Su): Once per minute, a myrmyxicus can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 26) or become nauseated. Good-aligned creatures take 10d6 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 5d6 points of unholy damage. The vapor remains in the area for 1d6 rounds before it dissipates.
Charisma Drain (Su): An individual struck by a myrmyxicus's tail attack must make a Will save (DC 24) or permanently lose 1d6 points of Charisma (twice that amount on a critical hit). The myrmyxicus heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.
Constrict (Ex): With a successful grapple check, a myrmyxicus can constrict a grabbed opponent, dealing 1d6+5 points of bludgeoning damage.
Improved Grab (Ex): If a myrmyxicus hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it also constricts on the same round. Thereafter, the myrmyxicus has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the myrmyxicus is not considered grappled).
Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 18d8+126 (207 hp)
Initiative: +2
Speed: 20 ft., fly 40 ft. (poor), swim 60 ft.
AC: 33 (-2 size, +2 Dex, +18 natural, +5 profane), touch 15, flat-footed 31
Base Attack/Grapple: +18/+37
Attack: Huge +3 unholy scythe +27 melee
Full Attack: Huge +3 unholy scythe +27/+22/+17/+12 melee and 3 Huge +3 unholy scythes +22 melee, or bite +25 melee and tail +25 melee and 6 tentacles +25 melee
Damage: Huge +3 unholy scythe 2d6+14/19-20/x4 (primary), Huge +3 unholy scythes 2d6+8/19-20/x4 (secondary), bite 2d8+5, tail 1d8+5, tentacle 1d6+5
Face/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, Charisma drain, constrict 1d6+5, improved grab, spell-like abilities, summon tanar'ri
Special Qualities: DR 5/cold iron and good, infuse scythe, outsider traits, SR 28, tanar'ri traits, unholy ichor
Saves: Fort +18, Ref +13, Will +18
Abilities: Str 33, Dex 15, Con 24, Int 22, Wis 24, Cha 21
Skills: Bluff +26, Concentration +29, Diplomacy +30, Disguise +5 (+7 acting), Hide +15, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +30, Search +27, Sense Motive +28, Spellcraft +29, Spot +30, Survival +7 (+9 following tracks or on other planes), Swim +40
Feats: Alertness, Cleave, Improved Critical (scythe), Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (scythe)
Climate/Terrain: Any water (Abyss)
Organization: Solitary
Challenge Rating: 21
Treasure: Standard coins, double goods, standard items
Alignment: Always chaotic evil
Advancement: 19-25 HD (Huge); 26-48 (Gargantuan); 49-54 (Colossal)
The devastating and terrible myrmyxicuses are among the most powerful of the tanar'ri. They are feared and respected by most anything they encounter.
A myrmyxicus is a truly terrifying sight. Its greasy green body is eel-like, measuring nearly 25 feet in length. A tall row of spines runs down its back, and the tip of its tail is adorned with a slavering lamprey mouth. The myrmyxicus has a powerfully muscled humanoid torso with four arms arranged symmetrically around the chest. Six octopoid tentacles are arranged in a similar manner around the creature's waist, where its torso turns into its long eel-like tail. The head of a myrmyxicus resembles that of a prehistoric sea reptile, with a fanged snout and tiny black eyes, but with the addition of three pairs of curling horns like those of a ram.
The myrmyxicuses rule vast regions of the Abyssal oceans from floating citadels made of millions of tons of fish skeletons and razor-sharp shells and coral. They are their own masters, and they never serve any other creature for long. Many myrmyxicuses spend ages looking for ways to transport their floating citadels into the seas of other Abyssal layers or even other planes to expand their enslaved empires.
Combat
Unlike most powerful tanar'ri, the myrmyxicus does not have a huge array of spell-like powers to rely upon. Not that it needs such powers; in combat, few creatures can match the horrible fury of an enraged myrmyxicus. It spreads its attacks out among any creatures it can affect, focusing its attacks on a single target only in the rare case when it meets a creature that poses a challenge.
Breath Weapon (Su): Once per minute, a myrmyxicus can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 26) or become nauseated. Good-aligned creatures take 10d6 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 5d6 points of unholy damage. The vapor remains in the area for 1d6 rounds before it dissipates.
Charisma Drain (Su): An individual struck by a myrmyxicus's tail attack must make a Will save (DC 24) or permanently lose 1d6 points of Charisma (twice that amount on a critical hit). The myrmyxicus heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.
Constrict (Ex): With a successful grapple check, a myrmyxicus can constrict a grabbed opponent, dealing 1d6+5 points of bludgeoning damage.
Improved Grab (Ex): If a myrmyxicus hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it also constricts on the same round. Thereafter, the myrmyxicus has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the myrmyxicus is not considered grappled).