XP 2,400
N Huge Vermin(Insectoid)
Init +0; Senses darkvision 60 ft.; tremorsense 60 ft.; Perception +11
AC 21, touch 8, flat-footed 21 (+13 natural, -2 size)
hp 75 (8d10+32)
Fort +10, Ref +2, Will +3
Immune mind-affecting effects; Resist acid 10
Speed 30 ft., climb 20 ft.
Melee 2 claws +13 (1d10+7), bite +13 (2d6+7 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks pheromone lure
Str 24, Dex 10, Con 18, Int 4, Wis 12, Cha 9
Base Atk +8; CMB +17; CMD 27
Feats Iron Will, Toughness, Weapon Focus (bite), Power Attack
Skills Climb +16, Perception +11; Racial Modifiers +4 Perception
Languages none
Poison (Ex): Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves.
Pheromone Lure (Ex): As a full-round action, the Queen Endrega can release a potent pheromone into the air that attracts Endrega Workers and Warriors within a 300-foot radius. These Endrega creatures will prioritize protecting the queen above all other actions. They will reach her in 1d4 rounds, depending on their distance.
Spawn (Ex): Once every 24 hours, the Queen Endrega can spawn 1d4+1 Endrega Workers.
Environment deep forests or underground
Organization solitary (plus accompanying workers and warriors)
Treasure incidental
The heart of any Endrega colony, the Queen Endrega is a massive specimen, notably larger and more powerful than even the fearsome Endrega Warriors. With a more developed intellect than the rest of her colony, she holds the strategic mind guiding her offspring's actions, ensuring the survival and expansion of her domain. Her potent poison and strong mandibles make her a formidable foe, but it is her ability to command and spawn her offspring that presents the greatest danger to intruders. The protection of the queen is paramount to the colony, and her pheromone lure ensures she is never without her defenders for long.