# Vermin Lord
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >cold iron scimitarMelee/Ranged: +28/+29
> >Secondary: +23/+24
> >Multiattack: +26/+27
> >M/R_PA: +21/+22
> >2nd/PA: +16/+17
> >MA_PA: +19/+20
> >Itterative: 4
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +18; StrPA2H: +27; StrPAOH: +9
> > xDCs:: Str: 26; Dex: 27; Con: 28; Int: 26; Wis: 23; Cha: 25
> > xFeat:: 9/13 (4)
> >
> >
> > xLang:: 0/4 (4)
<div class="grid-container"><div class="MON">Vermin Lord</div>
<div class="CR">CR 17 (102,400 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Large Monstrous Humanoid
**Init** +5
**Senses** darkvision 60 ft.; **Perception** +1
#### defense
**AC** 30, 14 touch, 25 flat-footed (+4 armor, +5 Dex, +11 natural, +1 shield, -1 size)
**hp** 275 (25d10+150); regeneration 5 (cold)
**Fort** +14, **Refl** +19, **Will** +15
**Feint** 36, **Demoralize** 36
**SR** 28
**Immune** mind-affecting
#### offense
**Speed** 60 ft., burrow 30 ft., climb 30 ft., fly 30 ft. (average)
**Melee** +2 cold iron scimitar +30/+25/+20/+15 (1d8+6/15-20), 2 claws +26 (1d6+2 plus grab), bite +26 (1d8+2 plus poison), sting +26 (1d6+2 plus poison)
**Ranged** ă+1 composite longbow +23/+18/+13/+8 (2d6+5/x3)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** command vermin, evasion, poison, uncanny dodge, vermin cloud
**Spell-Like Abilities** (CL 20th; Concentration +23)
#### statistics
**Str** 19, **Dex** 21, **Con** 22, **Int** 18, **Wis** 13, **Cha** 17
**BAB** +25, **CMB** +23, **CMD** 38, **TA** +28, **RTA** +29
**Feats** [[Combat Casting]], [[Dodge]], [[Improved Critical]] (scimitar), [[Mobility]], [[Multiattack]], [[Point Blank Shot]], [[Power Attack]], [[Precise Shot]], [[Spring Attack]]
**Skills** Climb +40, Fly +31, Knowledge (arcana) +29, Knowledge (nature) +29, Perception +1, Sense Motive +26, Spellcraft +29, Survival +29, Use Magic Device +28
**Languages**
#### special abilities
### Command Vermin (Su)
A vermin lord can compel vermin to do its bidding. A vermin lord can target a vermin or swarm of vermin within 100 feet. The targeted creature must succeed at a DC 25 Will save or be controlled as if by dominate monster. A vermin lord can command up to ten vermin (or swarms of vermin) at one time.
### Evasion (Ex)
if a vermin lord succeeds on a Reflex save against an effect that causes half damage with a successful save, the vermin lord takes no damage from the effect.
### Poison (Ex)
Injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d3 Constitution damage; cure 2 consecutive saves. The DC save is Constitution-based.
### Uncanny Dodge (Ex)
This ability functions as the rogue class feature of the same name.
### Vermin Cloud (Su)
A vermin lord is constantly surrounded by a 5-foot-radius cloud of flying and crawling insects of a kinds. The cloud grants the vermin lord concealment from any creature outside the cloud. In addition, when a vermin lord ends its move within 5 feet of a creature or with a creature in its space, the creature takes 2d6 points of damage and must succeed on a DC 28 Fortitude save or be nauseated for round. The save DC is Constitution-based. The damage of the vermin cloud can be reduced by damage reduction normally, but even creatures that take no damage can become nauseated. Vermin and other vermin lords are immune to the vermin cloud's effect. The vermin that make up the cloud are unaffected by the repel vermin spell and similar effects. Effects that would damage the vermin of the cloud have no effect, because more vermin instantly appear to replenish the cloud. A vermin lord can suppress its vermin cloud or renew its use as a free action. If it does not suppress the cloud, it takes a -10 penalty on Move Silently and Stealth checks.