Bone Skipper SwarmCreature 6
Source Pathfinder #158: Sixty Feet Under
Perception +17 (darkvision, bonesense (imprecise) 30 feet)
Languages none
Skills Acrobatics +17
Str -4, Dex +5, Con +4, Int -5, Wis +2, Cha -5
AC 24; Fort +14; Reflex +17; Will +12;
HP 120
Speed 25 feet (fly 40 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 9, Splash Damage 9
Resistances Bludgeoning 5, Piercing 9, Slashing 9
Bonesense (Imprecise) 30 feet
A bone skipper swarm identifies bones and creatures with a skeletal system in the listed range.
Swarm MindThis monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Marrow Rot (disease)Marrow rot affects only creatures with a skeletal system
Saving Throw DC 24 fortitude
Onset 1 day
Stage 1 Enfeebled 1 (1 day)
Stage 2 Enfeebled 2 (1 day)
Stage 3 Enfeebled 2 and Drained 1 (1 day)
Swarming Bites
Each enemy in the swarm's space takes 3d6 piercing damage (DC 24 reflex) save plus exposure to marrow rot.
Traits
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.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
SwarmA 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.