Greater Deskari Locust SwarmCreature 11
Source Pathfinder Society Scenario #6-19: What Walks Again
Perception +22 (darkvision)
Languages none
Skills Acrobatics +24, Stealth +22
Str +0, Dex +5, Con +6, Int -3, Wis +2, Cha -2
AC 30; Fort +24; Reflex +22; Will +20;
HP 160
Speed 20 feet (fly 40 feet)
Immunities acid, precision, swarm mind
Weaknesses Area Damage 10, Splash Damage 10
Resistances Bludgeoning 5, Slashing 5, Piercing 10
Acidic Swarm
(acid)Each enemy in the swarm's space takes 3d8[piercing],3d8 acid damage (DC 28 reflex save). Any creature that failures its saving throw also takes 2d6 persistent,acid damage.
Traits
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.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
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.