Karumzek SwarmCreature 11
Source Pathfinder #171: Hurricane's Howl
Perception +21 (darkvision, poison sense (precise) 30 feet)
Languages none
Skills Acrobatics +21, Crafting +23, Nature +19, Religion +21, Stealth +23
Str +2, Dex +5, Con +4, Int -1, Wis +3, Cha +0
AC 30; Fort +21; Reflex +24; Will +18;
HP 175
Speed 40 feet (climb 30 feet)
Immunities poison, precision, swarm mind
Weaknesses Area Damage 10, Holy 10, Splash Damage 10
Resistances Bludgeoning 5, Piercing 10, Slashing 10
Poison Sense (precise) 30 feet
A karumzek senses any poisoned creature. It can spend an action with the concentrate trait to determine the poison's type and current stage.
Karumzek Venom (poison, virulent)Saving Throw DC 28 fortitude
Maximum Duration 6 rounds
Stage 1 4d6 poison and Enfeebled 1 (1 round)
Stage 2 5d6 poison, Clumsy 1, and Enfeebled 2 (1 round)
Stage 3 6d6 poison, Clumsy 2, and enfeebled 2 (1 round)
Swarming Bites
Each enemy in the karumzek swarm's space takes 2d6 piercing damage (DC 27 reflex save) plus karumzek venom.
Occult Innate Spells (DC 30, +22 to hit)
2nd Level: Death Knell, Invisibility (At Will) (self only), Vomit Swarm
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
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.
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.