Tormonshild SwarmCreature 3
Source Pathfinder #213: Thirst for Blood
Perception +8 (low light vision)
Languages none
Skills Acrobatics +11, Athletics +7, Stealth +11, Survival +6
Str +2, Dex +4, Con +4, Int -5, Wis +1, Cha +0
AC 18; Fort +11; Reflex +10; Will +6;
HP 35
Speed 20 feet (swim 20 feet)
Immunities swarm mind, precision
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 5, Piercing 3
Phlegm Skitter
(primal, water)The tormonshild swarm Strides, leaving pools of mucus as it moves. Each space the swarm moves through during this movement becomes coated with slippery mucus, which has the area effect of Grease (DC 17 reflex).
Phlegm Spray
(primal, water)The tormonshild swarm sprays globules of mucus and water in every direction, dealing 3d6 bludgeoning damage (DC 20 reflex save) to all creatures within 10 feet. Creatures that fail the save are covered in mucus and become Dazzled for 1 minute. A creature covered in mucus can end the condition by using an Interact action to remove the mucus.
Swarming Leap
The tormonshild swarm jumps as a collective. It Leaps 50 feet horizontally.
Torrent of Bites
Each enemy in the tormonshild swarm's space takes 2d6 piercing damage (DC 20 reflex save).
Tormonshilds that survive the tadpole stage cluster together in wriggling swarms that devour everything they encounter.
Concentrations of intense magical energy often result in unusual weather phenomena, typically violent storms or other natural disasters, but sometimes they also create new entirely life-forms. Tormonshilds are born during artificially created storms, when magical energy combines with rainfall to transform the droplets themselves into living creatures. Tormonshilds rarely survive long after their creation; most meet grisly ends at the hands of local predators or dissolve as the magic that fuels their physical bodies fades. A tormonshild that survives its initial weeks of life eventually grows into a pest that menaces the local environment.
Magical Rainstorms
The rainstorms that produce tormonshilds occur more regularly than most people realize. However, as the majority of tormonshild tadpoles fail to reach maturity, the existence of tormonshilds remains virtually unknown outside of specific areas. While the Mana Wastes regularly experiences magical storms, the region is particularly inhospitable for these creatures. Such storms frequently happen throughout the islands of Azlant, however, and the magical energies that seep from the ancient ruins create conditions ideal for young tormonshilds.
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.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.