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Vescavor SwarmCreature 5


LargeFiendSwarmUnholy
Source Pathfinder Monster Core
Perception +11 (darkvision)
Languages Chthonian
Skills Acrobatics +13, Athletics +10, Stealth +13
Str -2, Dex +5, Con +4, Int -3, Wis +1, Cha +1

AC 21; Fort +11; Reflex +15; Will +9;
HP 60
Speed 20 feet (fly 40 feet)
Immunities mental, precision
Weaknesses Area Damage 5, Cold Iron 5, Holy 5, Splash Damage 5
Resistances Bludgeoning 5, Piercing 5, Slashing 2

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.

Devour All Two Actions

The swarm eat away the very earth beneath their feet. The swarms Strides. All squares they occupy during their movement becomes difficult terrain. Any creatures they move through must succeed a DC 21 reflex save or fall Prone.

Maddening Gibbers Two Actions (auditory, mental)

Each stupefied creature in the swarm's space must attempt a DC 21 will saving throw as the swarm yammers the endless chorus of the Outer Rifts.


Critical Success The target is unaffected and is temporarily immune to Maddening Gibbers for 1 minute.

Success The target is unaffected and is immune to Maddening Gibbers for 1 round.

Failure The target becomes Confused for 1 round.

Critical Failure The target becomes confused for 1 round and can't target fiends while confused in this way.

Ravenous Bites One Action

Each enemy in the swarm's space takes 3d6 piercing damage (DC 20 fortitude save). A creature that fails its save is also Stupefied 1 for 1 round.


The most common and numerous vescavors are the raving swarms. If left alone and unchecked, many believe they would eventually consume themselves once everything else in the immediate vicinity was consumed. What is even more vexing than their hunger is their song. While it sounds like gibberish at first, once bitten, the song will drive people into chaos.


These gluttonous green vermin travel from the Outer Rifts in an endless search for food. Along the way, these acrid wasps devour everything in sight. Not even the ground itself is spared from their appetite. While any single vescavor is no problem, they travel in swarms to overwhelm anything trying to stop them. In a truly unfortunate situation, several swarms will be gathered and led by a vescavor queen. These queens, while fearsome on their own, can drive their brood into a feeding rage unlike any other. Swarms found without a queen are directionless, destroying anything around them indiscriminately.

Whenever a vescavor swarm is not eating, it gibbers mind-numbing songs from the fiends' dark world. Adapted to the shrieking jungles of their home plane, they issue a call that confuses and corrupts mortals.

Philosophers who ponder the Outer Rifts often conjecture as to what kind of soul forms a vescavor. The idea of insect souls being sent to the Outer Rifts is often laughed off but never entirely dismissed. Some assume that they are demons of gluttony, plain and simple. Some of the more creative explanations of vescavor origins posit that all the bits of soul eaten up by attacking demons are what coalesce into these endless swarms. Such an explanation would account for how these endlessly feeding demons also seem to be endless in number.


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.