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Sarcovalt SwarmCreature 9


LargeFiendSwarmUnholy
Source Pathfinder Adventure Path: Hellbreakers
Perception +19 (darkvision, lifesense (imprecise) 60 feet)
Languages Necril, Chthonian, Telepathy 30 Feet
Skills Acrobatics +20, Athletics +18, Intimidation +18, Stealth +20
Str +2, Dex +6, Con +4, Int +0, Wis +3, Cha -1

AC 27; Fort +17; Reflex +21; Will +16; +1 status to all saves vs. death effects
HP 155
Speed 20 feet (climb 20 feet, fly 40 feet)
Immunities disease, poison, precision, swarm mind, sickened
Weaknesses Area Damage 10, Holy 10, Splash Damage 10
Resistances Bludgeoning 5, Piercing 10, Slashing 10

Telepathy 30 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+1 Status to All Saves vs. Death EffectsSwarm 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.

Aura of Blight (aura, disease)

15 feet. The sarcovalt is surrounded by a miasma of infection. An enemy that enters or ends their turn in the aura must attempt a DC 25 fortitude save.


Success The creature is unaffected and becomes temporarily immune to the aura for 1 minute.

Failure Until the end of its next turn, the creature takes a –1 circumstance penalty to saves against disease effects.

Critical Failure Until the end of its next turn, the creature takes a –2 circumstance bonus against disease effects and is Enfeebled 2.

Droning Waste One Action (auditory, mental)

The buzzing of the swarm's wings hit an unholy pitch, making those who hear it feel dizzy and lightheaded. Each creature within a 15-foot emanation must attempt a DC 27 will save. On a failure, it is Stupefied 1 and takes a –1 circumstance penalty to attack rolls until the start of its next turn (Stupefied 2 on a critical failure).

Heads Will Roll Three Actions

The swarm detaches its heads from its bodies and rains them down on its enemies in a 10-foot burst radius within 30 feet. Each head deals falling damage, as if falling from 20 feet up, on any creature it lands on and otherwise takes the damage itself. If a head has a creature within its reach after it falls, it attempts to bite that creature. If any of these bites are critical successes, the head can immediately attempt to Grapple the creature.

Swarming Bites One Action

Each enemy in the swarm's space takes 4d6[piercing],2d4 persistent,bleed damage (DC 27 fortitude save).


Occult Innate Spells (DC 27, +19 to hit)

Cantrips (5th Level): Daze
1st Level: Grim Tendrils
2nd Level: Acid Grip


In most cases, it's very unlikely that one will come across a sarcovalt on their own. More likely, a swarm of Urgathoa's disgusting creations will be beset upon an unfortunate village, the creatures just clever enough to duck away from the best attempts to kill them.


There are few creatures throughout the multiverse more bizarrely revolting than the sarcovalt, a fiend with the body of a fly and the head of a fleshless vulture skull. While a creature barely 2 feet long might not seem threatening, sarcovalt swarms can overwhelm entire villages. Sarcovalts' heads almost seem to be wholly separate entities from their bodies and will vomit up whatever they capture in their beaks hours later as putrid, coagulated sludge.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fiend

Creatures 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.

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.

Unholy

Effects 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.