The kaorti create numerous bizarre and deadly creatures to serve them in various capacities. These creatures differ from the thralls because they are created for various specific purposes. Thruocks serve as an integral part of the kaorti's plan to conquer and transform the surrounding regions. While deadly by themselves, as a thruock swarm they will ravage the countryside and everyone in it, killing most, but forcing other unfortunate souls to carry their eggs within their bodies.
Hit Dice: 35d8 +315 (455 hp)
Speed: 40 ft. (8 squares), fly 70 ft. (good)
Armor Class: 41 (-1 size +3 Dex, +29 natural), touch 12, flat-footed 38
Base Attack/Grapple: +26/+44
Attack: Tentacle +39 melee (2d12+14 plus 2d6 acid)
Full Attack: 2 tentacles +39 (2d12+14 plus 2d6 acid), 2 slams +37 (2d8+7), bite +37 (1d10+7 plus 2d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, impregnate, spell-like abilities
Special Qualities: Damage reduction 20/magic, darkvision 60 ft., immunities (acid, cold, fire)
Saves: Fort +20, Ref +14, Will +21
Abilities: Str 39, Dex 16, Con 28, Int 19, Wis 14, Cha 17
Skills: Climb +54, Hide +1, Intimidate +41, Knowledge (local) +42, Move Silently +43, Survival +40, Swim +54
Feats: Athletic, Awesome Blow, Cleave, Empower Spell-Like Ability (disintegrate), Flyby Attack, Great Cleave, Improved Bullrush, Multiattack, Power Attack, Superior Initiative, Stealthy, Track
Organization: Solitary or pestilence wave (10-15)
Challenge Rating: 24
Alignment: Usually neutral evil
Advancement: By size
Level Adjustment: --
The creature resembles an enormous locust or preying mantis, bigger than a draft horse. It has a body clad in thick orange scales. Two glistening tentacles sprout from the thorax, and the monster has two forelimbs equipped with vicious barbs. It has wings covered in sickly pink feathers, but shading to red near the body.
Created by the kaorti, a thruock is a bizarre and horrific and creature. The kaorti of the ubercyst have created ten of these horrific beasts, but they can reproduce by using their victims' bodies to incubate their eggs.
Thruocks are deadly opponents who make quick work out of most opponents. They attack most victims with the intent to kill, although once a month they look for a suitable carrier for their eggs, which are usually especially strong specimens of any humanoid species. In such cases, they use their slam attacks to grapple their opponents and then inject microscopic eggs into their victim's body. They fight furiously, making use of their forelimbs and acid-covered tentacles. They enjoy using their formidable melee attacks, and they freely use Power Attack to tear apart creatures that are much weaker than they are. Against tougher foes, they'll use empowered disintegrate and Flyby attacks bolstered with true strike. Against stronger foes, if the battle begins to go against them, they often attempt to grapple their foes and fly into the sky to drop them from great heights.
Acid: The thruock's tentacles and the inside of its mouth are coated in acid. All successful bite and tentacle attacks deal an additional 2d6 points of acid damage.
Impregnate: A thruock that hits with both slam attacks can inject an egg pellet into the opponent's body. The affected creature must succeed on a DC 19 Fortitude save to avoid being impregnated. The save DC is Constitution-based. Within 1d4 hours, 1d6 of the eggs come to rest and begin to gestate in one of the target creature's body cavities (usually the stomach or the lungs). They grow for 30 days, during which time there is no pain and the only indication the victim has that anything is amiss is a Constitution decrease that occurs at a rate of 1 point of damage per 6 days. If this decrease would bring the creature below 1 point of Constitution, the creature stops losing Constitution. At the end of the gestational period, a tiny thruock bursts from the host's body, causing 3d12 + 50 points of damage; forcing the victim to make a save vs. massive damage. Because this creature was created using magic native to the Far Realm, eggs cannot be removed via most conventional magical methods. Nothing short of a wish spell may remove an egg; and even then it removes only 1 egg per casting.
Spell-like Abilities: At will -- detect magic, magic missile, sleep (DC 14), true strike; 1/day - blindness/deafness (DC 15), disintegrate (DC 19), fireball (DC 16), scorching ray, see invisibility. Caster level 15th. The save DCs are Charisma-based.
Bringing the Parts Together
Thruocks are effective guardians of the cyst, and if the PCs wander too close to the cyst, they'll have to deal with the consequences.
Coming in Part 5 of the Ubercyst
Discover new ways to use that resin!
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