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Dust Bunny SwarmCreature 1


RareLargeConstructSwarm
Source Paizo Blog: Foolish Housekeeping and Other Articles
Perception +7
Languages none
Skills Arcana +3, Athletics +3, Stealth +7
Str +0, Dex +2, Con +7, Int -4, Wis +0, Cha +2

AC 13; Fort +7; Reflex +5; Will +3;
HP 16
Speed 30 feet
Weaknesses Area Damage 4, Splash Damage 4
Resistances Physical 6

Cloud of Allergens Reaction

Trigger The swarm rolls initiative


Effect The dust bunnies stir, kicking up a cloud in a 15-foot burst centered on the swarm that lasts for 1 minute. Creatures who enter or start their turn in this cloud must attempt a DC 16 fortitude save or take a –1 circumstance penalty to skill checks that have the concentration trait and all Perception checks as their sensory organs become impaired.

Effect: Cloud of Allergens

Dust to Dust

When a dust bunny swarm is destroyed, it re-forms after 2d4 days in the area in which it was destroyed unless the location has been significantly cleaned of all dust and debris.

Pummeling Dust One Action

Each enemy in the swarm's space takes 1d6 bludgeoning damage with a DC 16 reflex save. A creature that fails its save cannot use reactions for 1 round as they sneeze uncontrollably.


Dust bunnies in particular are prone to swarming. This can occur when a large number are left alone for a long period of time and are then disturbed by adventurers or a returning wizard. Other times, a singular dust bunny familiar grows in such numbers (and they will rapidly reproduce!) that a wizard cannot hope to keep them all placated with food and attention. In this situation, they will unionize in rebellion against their master.

It is paramount that you do not allow a dust bunny to multiply, for once a swarm has formed, they are nigh impossible to get rid of. While relatively easy to disperse and unlikely to kill anyone, they will re-form within the week unless the area is immaculately cleaned.


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.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

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.