Zecui
Creature 6- Perception
- +14; darkvision
- Languages
- Aklo
- Skills
- Acrobatics +17, Athletics +15, Crafting +12, Medicine +14, Stealth +17
- Str +3, Dex +5, Con +2, Int +0, Wis +2, Cha +0
- Items
- shortsword (2)
- AC
- 23; Fort +14, Ref +17, Will +12
- HP
- 110
Preserve Prey ⟲ (healing, manipulate, occult, vitality) Trigger A living creature within 30 feet is reduced to 0 Hit Points
Effect The zecui channels corrupt vitality into the triggering creature, which still goes Unconscious but does not gain the dying condition. While that creature is unconscious, the residual energy attempts to counteract any vitality spell healing that creature with a +15 counteract modifier.
- Speed
- 30 feet, burrow 20 feet, climb 20 feet
Melee ◆ shortsword +17 (agile, finesse, versatile s), Damage 2d6+7 piercing
Melee ◆ mandibles +15, Damage 2d8+7 piercing
Melee ◆ claws +17 (agile, finesse), Damage 2d4+7 slashing plus Grab
Ranged ◆ spit +17, Damage Spit Mucus
Dual Stab ◆ Frequency once per round
Effect The zecui makes two shortsword Strikes against an Immobilized or Off-Guard target. These strikes count towards the zecui's multiple attack penalty, but it doesn't increase until after the second attack.
Harden Chitin ◆ The zecui fuses much of their chitin into a black metallic shell. They gain resistance 5 to all damage (except mental and spirit) until they next take a move action.
Spit Mucus A creature hit by the zecui's spit attack is Immobilized by the larva-infested mucus and stuck to the nearest surface until it Escapes. While that creature is immobilized, it is exposed to zecui larvae at the end of each of its turns.
Zecui Larvae (disease) Saving Throw DC 25 Fortitude
Stage 1 visible lumps as the larvae move but no ill effect (1 day)
Stage 2 Drained 1 (1 day)
Stage 3 Drained 2 (1 day)
Stage 4 Drained 3 and controlled by the zecui larva (1 day)
Stage 5 the creature dies and the adult zecui can emerge from the corpse as an Interact action
Source: Pathfinder Monster Core