Feral Skull SwarmCreature 12
Source Pathfinder Bestiary 3
Perception +21 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +22, Survival +21
Str +0, Dex +4, Con +7, Int -5, Wis +3, Cha +4
AC 32; Fort +25; Reflex +22; Will +19;
HP 160 (void healing)
Speed 40 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
Feral Trackers
A feral skull swarm gains a +2 circumstance bonus to Perception checks to Seek and to Survival checks to Track, both against any creature that has taken damage from the swarm's Feral Gnaw within the previous 24 hours.
Boneshard BurstWhen a feral 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 3d12[piercing],2d12 void3d12 piercing damage and 2d12 void damage (DC 32 reflex save).
Void HealingA 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.
Feral Gnaw
Each enemy in the swarm's space takes 2d6[bludgeoning],2d6[piercing],2d6 slashing2d6 bludgeoning damage, 2d6 piercing damage, and 2d6 slashing damage (DC 32 reflex save).
A creature that fails its saving throw also takes 1d10 bleed.
Frightening Howl
(auditory, emotion, fear, mental)The feral skull swarm emits a terrifying howl. Each creature within 60 feet must succeed at a DC 32 will save or become Frightened 2 (Frightened 3 and Fleeing for 1 round on a critical failure).
Whether it succeeds or fails its save, a creature is temporarily immune to Frightening Howl for 24 hours.
Some skull swarms are crafted from the heads of feral and dangerous beasts. These can include predatory cats, bears, dinosaurs, and the like, but just as often they're made from bulls, horses, apes, and other creatures that were gentler in life. In death, a feral skull swarm is bloodthirsty regardless of its origins, with a keen scent for living flesh. Even herbivore skulls diligently chew on the flesh of their swarm's victims.
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
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.
MindlessA 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.
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.
UndeadOnce 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.
UnholyEffects 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.