Whippoorwill Piranha SwarmCreature 2
Source Pathfinder Society Scenario #6-00: Salt of the Ocean
Perception +7 (low light vision, scent (imprecise) 100 feet, blood scent)
Languages none
Skills Acrobatics +8, Athletics +6
Str +1, Dex +3, Con +2, Int -5, Wis +2, Cha -2
AC 14; Fort +7; Reflex +8; Will +5;
HP 25
Speed 0 feet (swim 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 5, Piercing 2, Slashing 5
Blood Scent
The piranha swarm can smell blood in the water from up to 1 mile away.
Swarm MindThis 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.
Feeding Frenzy
Each enemy in the swarm's space takes (2d6-2) piercing damage (DC 18 reflex save).
A creature that fails the save also takes 1d6 bleed and takes a -2 circumstance penalty to their Reflex saves against Feeding Frenzy while this damage continues, as the piranhas' frenzy increases in intensity when they smell blood.
More teeth and fury than body, few fish command as much fear and anxiety as the piranha. They move almost exclusively in schools, overwhelming larger creatures with sheer numbers and ferocity. Piranhas aggress toward sudden disturbances in the water and can smell blood from far away. Harvested piranha teeth serve as excellent cutting tools.
Swimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, fish are found nearly anywhere there is water.
Traits
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.
AnimalAn 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.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
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.