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Creeping Cone SwarmCreature 10


RareLargeElementalMutantPlantSwarmWood
Source Pathfinder #203: Shepherd of Decay
Perception +18 (darkvision, tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +22
Str +6, Dex +5, Con +6, Int -4, Wis +2, Cha -1

AC 29; Fort +22; Reflex +19; Will +16;
HP 135
Speed 25 feet (climb 20 feet)
Immunities acid, poison, swarm mind, precision
Weaknesses Area Damage 7, Axe Vulnerability 10, Fire 10, Splash Damage 7
Resistances Bludgeoning 10, Piercing 10, Slashing 7

Tremorsense (Imprecise) 60 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.

Swarm Mind

This 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.

Blight Burst Free Action (acid, primal)

Trigger The creeping cone swarm is reduced to fewer than half its Hit Points or is reduced to 0 Hit Points


Effect A 15-foot emanation of acid explodes from the creeping cone swarm. Creatures in the area take 3d12 acid damage (DC 25 reflex save). Non-blight bonded creatures damaged by this effect are exposed to Ayrzul's Blight.

Jagged Scales Two Actions (primal)

The creeping cones shake off a barrage of jagged, stony scales. Each creature in a 10-foot burst within 30 feet of the swarm takes (2d12+7) slashing damage (DC 29 reflex save).

Pummeling Lurches One Action

Each enemy in the swarm's space takes 6d6 bludgeoning damage (DC 29 fortitude save). A creature that fails its save falls Prone.

Putrid Spores (aura, poison, primal)

30 feet.

A creature entering the aura must succeed at a DC 26 fortitude save or become Sickened 1 until the end of its turn (Sickened 2 on a critical failure).

While within the aura, an affected creature takes a –2 circumstance penalty to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.


Caustic fluid seeps out from the scales of these sluglike cones, which spawn in unsuspecting hosts until they're mature enough to seek a place to root. Moving in writhing swarms that seek a habitat flush with prey, creeping cones spread Ayrzul's Blight when destroyed, but leaving them to grow unchecked poses a great risk to other creatures.


The Plane of Wood contains many unique ecosystems formed around species of wondrous trees; when Ayrzul's Blight mutates one of these trees rather than killing it, it can have a cascading effect on the tree's biome. Multiple species often mutate in tandem, becoming warped mockeries and a vector for Ayrzul's Blight. These "blight bonded" creature families are parasites and predators and typically form twisted symbiotic relationships.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Mutant

The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

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.

Wood

Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.