TEXT: Written By Joshua Cole  
  and tim Hitchcock
  Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by  
  Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
  Background
  This creature resembles a man-sized 
  insect, its chitin mottled with dark 
  browns and grays.  Its features hint 
  at the moth, the mantis and the 
  wasp, though it has no visible 
  wings and its stance is undeni-
  ably humanoid.
  The locari are a young 
  race, a race of killing 
  machines whose origins 
  are shrouded in mystery 
  – unlike the deadly 
  danger they pose 
  to all of Exodus, 
  about which no 
  rational 
  being 
  has the 
  slightest 
  doubt.
  In poor 
  lighting, a 
  locari can pass 
  for a humanoid 
  shrouded by a heavy 
  coat or cloak, but 
  even a cursory 
  inspection reveals 
  its monstrous form.  
  It resembles a 
  giant insect 
  standing on its 
  rear legs, and 
  its shape and 
  terrornomicon:
  locari
  
  terrornomicon: Locari
  Page 2
  armaments partake of many different arthropod ances-
  tors.
  Locari communicate with each other by means of 
  a complex language of sounds, gestures and phero-
  mones.  Exceptionally intelligent specimens (Int 10+) 
  have been known to convincingly ape humanoid 
  languages.
  Locari - CR2
  LE Medium Monstrous Humanoid (Locari)
  Init: +2  Senses Darkvision 60 ft.; Listen +1, Spot +1
  Languages: Locari
  AC: 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp: 17 (3 HD)
  Saves: Fort +2, Ref +5, Will +4
  Spd: 40 ft. (8 squares)
  Melee: Claw +5 (1d4+2)
  Melee: Stinger +5 (1d3+1 plus implant)
  Melee: 2 claws +3 (1d4+2) and stinger +3 (1d3-1 plus 
  implant)
  Space: 5 ft; Reach 5 ft.
  Base Atk: +3; Grp +5
  Atk Options: Implant, pounce.
  Abilities: Str 15, Dex 14, Con 13, Int 7, Wis 12, Cha 
  6
  Feats: Ability Focus (Implant), Multiattack.
  Skills: Climb +4, Jump +4, Swim +4.
  Implant (Ex): When a locari deals damage with its 
  stinger attack, it can attempt to implant an egg as a 
  swift action.  The victim must make a Fortitude save 
  (DC 14) or become the host of a locari egg.  The DC 
  is Constitution-based.
  A locari egg lies dormant in the victim for 1d6 days 
  before disgorging a locari larva into the host’s body.  
  The larva deals 1d4 points of Con damage per hour 
  until its host dies, at which point it emerges from the 
  broken body as a  locari larva.
  During the incubation period, the egg can be removed 
  by a cure disease or heal spell or by a DC 25 Heal 
  check.  The hatched larva requires a heal spell or a 
  DC 30 Heal check to remove, after which the Con 
  damage heals as normal.
  Pounce (Ex): A locari can make a full attack after 
  charging.
  Combat
  Created for the battlefield, locari make unsurpris-
  ingly fearless and formidable combatants.  Since they 
  have little or no instinct for individual survival, they 
  happily throw themselves en masse against even the 
  most stalwart defense, hoping to overwhelm more 
  skilled foes with numbers and ferocity.
  The initial frenzied assault of a locari band is bad 
  enough; far worse is the aftermath.  Anyone stung by 
  a locari risks becoming a host to its offspring, and the 
  creatures willingly throw their lives away if they can 
  sting a foe.  Often, the implanted egg goes undetected 
  until it is too late for medics or clerics to remove. 
  Locari seem to lack the intelligence and initiative 
  to employ more complicated tactics, yet they have 
  occasionally been known to employ them; like many 
  aspects of these enigmatic terrors, the source of their 
  occasional tactical expertise lies outside the knowl-
  edge of the wisest sages.
  Advancement
  Locari grow stronger and tougher with time.  
  Advanced locari can reach 6 HD (Medium) or 9 HD 
  (Large).  
  Locari Larva -  
  CR Half
  CN small vermin 
  Init: +2  Senses Blindsight Listen +1, Spot +1
  AC: 14, touch 12, flat-footed 12 (+2 Dex, +2 size)
  hp: 2 (1 HD)
  Save: Fort +2, Ref +5, Will +4
  Spd: 20 ft. (8 squares); Climb 20ft.
  Melee: bite +2 (1d4 plus 1 Constitution) 
  Space: 5 ft; Reach 5 ft.
  Base Atk: +3; Grp –
  Attack Options: Blood drain, improved Grab 
  Abilities: Str 5, Dex 14, Con 12, Int –, Wis 10, Cha 2
  Feats: Weapon Finesse
  Skills: Climb +4, Jump +4, Swim +4.
  Improved Grab (Ex): To use this ability, a locari 
  larva  must hit an opponent of any size with a bite  
  attack. It then buries its head beneath the opoonent’s 
  flesh and before attempt ing to start a grapple as a free 
  action without provoking an attack of opportunity.
  Blood Drain (Ex): A locari larva drains blood from 
  a grabbed opponent, dealing 1 point of Constitution 
  
  terrornomicon: Locari
  Page 3
  damage each round it maintains the hold. This ability 
  does not affect elementals, plants, or creatures that 
  lack a Constitution score.
  Growing larva instinctively thirst for blood, parasiti-
  cally lodging their tick-like heads into large mammals 
  and feeding until they drain them dry. After several 
  months, the bloated larva stores enough blood to enter 
  the next stage of its life cycle. It retreates deep into 
  an underground hive, usually monitored and protected 
  by other queen locari (though scholars infrequently 
  report males and females of the species engaging in 
  cannibalism). Once it choses a spot, it spins a cocoon. 
  It remains dormant in this state for an average of three 
  months before reemerging as a fully grown locari. 
  However, in times of drought, extremely cold weather 
  or other unusual circumstances, the larva can remain 
  in the cocoon for several years.
  Gliding towards you a ravenous horde of rat-sized 
  caterpillars with oversized gullets lined with thou-
  sands of razor-sharp teeth.
  LOCARI LARVA SWARm 
  - CR2
  CN tiny vermin (swarm)
  Init: +2  Senses Blindsight Listen +1, Spot +1
  AC: 13, touch 12, flat-footed 12 (+2 Dex, +1 size)
  hp: 27 (5 HD)
  Immune: swarm immunities
  Save: Fort +2, Ref +5, Will +4
  Weakness: swarm vulnerabilities 
  Spd: 40 ft. (8 squares); Climb 40ft.
  Melee: swarm +2 (2d6 plus 1d4 Constitution) 
  Space: 5 ft; Reach 5 ft.
  Base Atk: +3; Grp –
  Attack Options: Improved Grab, Blood Drain 
  Abilities: Str 5, Dex 14, Con 12, Int –, Wis 10, Cha 2
  Feats: Weapon  Finesse
  Skills: Climb +4, Jump +4, Swim +4.
  Blood Drain (Ex): A locari larva swarmdrains blood 
  from a grabbed opponent, dealing 1d4 points of 
  Constitution damage each round it maintains the hold. 
  This ability does not affect elementals, plants, or crea-
  tures that lack a Constitution score.
  Distraction (Ex): Fortitude DC 13, nauseated 1 
  round. The save DC is Constitution-based.
  Improved Grab (Ex): To use this ability, a locari 
  larva swarm  must hit an opponent of any size with 
  a bite  attack. It then buries its head beneath the 
  opoonent’s flesh and before attempting to start a 
  grapple as a free action without provoking an attack of 
  opportunity.
  Under natural circumstances, a locari rarely implants 
  more than a single egg in a single occupant. However 
  when a single target is over implanted with locari eggs 
  (usually the result of arcane or surgical manipula-
  tion), a Locari Larva Swarm forms.  Swarms consist 
  of hundreds of stunted larva. Though they feed vora-
  ciously as properly developed larva, they never reach 
  the next stage of development.  
  Half Formed Locari 
  - CR1
  LE Medium Monstrous Humanoid (Locari)
  Init: +2  Senses Darkvision 60 ft.; Listen +1, Spot +1
  Languages: Locari
  AC: 12, touch 12, flat-footed 10 (+2 Dex)
  hp: 12 (2 HD)
  Save: Fort +2, Ref +5, Will +4
  Spd: 40 ft. (8 squares)
  Melee: 2 claws +3 (1d4+2) and stinger +3 (1d3-1)
  Base Atk: +3; Grp +5
  Atk Options: pounce.
  Abilities: Str 15, Dex 14, Con 13, Int 7, Wis 12, Cha 
  6
  Feats: Ability Focus (Implant), Multiattack.
  Skills: Climb +4, Jump +4, Swim +4.
  Pounce (Ex): A locari can make a full attack after 
  charging.
  All mechanics on all pages is Open Game Content as 
  defined by the Open Gaming License. See page 4 for 
  more information.
  
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  System Reference Document Copyright 2000-2003, Wizards of the 
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SOURCE: textdata/thevault/NeoExodus/NeoExodus Terrornomicon - Locari.pdf