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Hoarding Bat SwarmCreature 2


UncommonLargeAnimalSwarm
Source Pathfinder Society Scenario #5-04: Necessary Introductions
Perception +11 (echolocation (precise) 40 feet)
Languages none
Skills Acrobatics +8, Athletics +5, Stealth +8
Str +1, Dex +4, Con +1, Int -4, Wis +3, Cha -3

AC 17; Fort +7; Reflex +10; Will +7;
HP 21
Speed 5 feet (fly 30 feet)
Immunities swarm mind, precision
Weaknesses Area Damage 5, Splash Damage 5
Resistances Physical 6

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.

Snatch Up Reaction

Trigger A creature leaves the swarm's space


Effect The creature must attempt a DC 18 fortitude save to escape the swarm's space or they are picked up and thrown 5 feet, taking 1d6 bludgeoning damage.

Echolocation

A bat can use its hearing as a precise sense at the listed range.

Swarming Bites One Action

Each enemy in the swarm's space takes 1d8 piercing damage (DC 18 reflex save).



Traits

Uncommon

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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

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.