Locust Guard

 

 

Climate/Terrain: Mountain/Temperate.
Frequency: Very Rare
Organization: Swarm
Activity Cycle: Day
Diet: Vegetable
Intelligence: Semi-intelligent (2 to 4)
Treasure: As swarm.
Alignment: Neutral
No. Appearing: 5d10
Armour Class: 2
Movement: 12", fly=24"
Hit Dice: 6
THACO: 13
No. of Attacks: 2
Damage/Attack: 1d6+2/1d6+2
Special Attacks: See below
Special: Nil
Magic: Nil
Size: M
Morale: Fearless (20)
XP Value: 420

The locust guard is a creature that has evolved half way to human form from locust form. Another ripe of shape changer, it has lost the ability to change back into locust form.

They have an exoskeleton over their entire body. There are six limbs. Two are for walking, while the two middle ones are short and stumpy. These are used for producing the noise they make. The top two end in pincers which they use to attack or to hold weapons.

They always obey their Queen's orders, even if it means certain death.

Combat: Locust guards can attack directly with their pincers for 1d3 damage each. They prefer to use weapons which they cover in a special liquid which causes their prey to be paralysed. The liquid has the consistency of treacle. Every time an opponent is struck by a weapon covered in this liquid must make a saving throw vs poison or be unconscious for 4 turns.

They have a second attack type they use at the start of a combat: this is rubbing their stumpy limbs together. Opponents must save vs paralysation at -4 or be incapacitated for 2d4 rounds.

Habitat/Society: Locust guards are raised for the defence of a locust colony by a locust Queen. They are part of the swarm and will do anything required to defend it. They are part of the "swarm's intelligence" and are not able to act on their own.

Ecology: Locust guards survive on plant food, though they will eat animal flesh if other food is scarce.

People collect their exoskeletons which they believe are good for many medicinal purposes.

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(c) 1990, 2000, 2001 Brian Yap and Bradley Bush

02 January 2001