🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Clacking Sea Skull SwarmCreature 10


LargeEvilMindlessSwarmUndeadUnholy
Source Pathfinder Bestiary 3
Perception +18 (darkvision)
Languages none
Skills Acrobatics +19
Str -3, Dex +3, Con +4, Int -5, Wis +2, Cha +4

AC 29; Fort +20; Reflex +19; Will +16;
HP 120 (void healing)
Speed 0 feet (swim 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Weaknesses Area Damage 10, Splash Damage 10
Resistances Bludgeoning 5, Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10

Boneshard Burst

When a clacking skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 2d12[piercing],2d12 void2d12 piercing damage and 2d12 void damage (DC 29 reflex save).

Chattering Teeth (arcane, auditory, aura, emotion, incapacitation, mental)

60 feet. A clacking skull swarm emits a cacophony of chattering. A creature entering or beginning its turn within the area must succeed at a DC 29 will save or become Confused for 1 round. A creature that successfully saves is immune to that swarm's chattering teeth for 24 hours. The swarm can stop or resume this ability as a free action.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Shrieking Scream Two Actions (auditory, emotion, fear, mental)

The clacking skull swarm emits a terrifying, painful scream that deals 10d6 sonic damage to all creatures in a 30-foot cone (DC 29 will save). A creature that fails this save is also Frightened 1 (Frightened 2 on a critical failure).

The swarm can't use Frightening Scream again for 1d4 rounds.

Swarming Gnaw One Action

Each enemy in the swarm's space takes 4d8 piercing damage (DC 29 reflex save).


Roiling about in seething waves of bleached death, clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls' onslaught drives their prey to distraction even while they try to flee in terror.


A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

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.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.