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Aukashungi SwarmCreature 10


UncommonHugeAberrationAmphibiousChaoticEvilSwarm
Source Pathfinder #154: Siege of the Dinosaurs
Perception +18 (greater darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +20
Str +4, Dex +6, Con +5, Int -4, Wis +1, Cha -2

AC 28; Fort +17; Reflex +24; Will +13;
HP 210
Speed 35 feet (burrow 35 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 10, Splash Damage 10
Resistances Bludgeoning 5, Piercing 10, Slashing 10

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Burrowing Agony One Action

The swarm deals 4d6 piercing damage and 2d4 bleed to every creature in its space (DC 29 reflex save). The first time per round that a creature is affected by an aukashungi swarm's Burrowing Agony, the creature is also exposed to expeditious evolution.

Expeditious Evolution (curse, disease)

This affliction can't be reduced below stage 1, nor the damage from it healed, until successfully treated with Cleanse Affliction or a similar effect; the affliction can then be removed as normal for a disease.

Saving Throw DC 27 fortitude

Stage 1 The aukashungi swarm chooses two of the victim's ability modifiers (such as Strength and Charisma). The victim gains a +1 status bonus to any skill checks that use those ability modifiers. The victim takes a -1 status penalty to all other skill checks (1 day)

Stage 2 The status penalty increases to -2 (1 day)

Stage 3 The status bonus increases to +2, and the penalty increases to -3 (1 day)

Stage 4 The status penalty increases to -4 (1 day).



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Swarm

A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.