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Young Bloodseeker SwarmCreature 3


UncommonLargeAnimalSwarm
Source Pathfinder Society Scenario #1-02: The Mosquito Witch
Perception +9 (darkvision, scent (imprecise) 60 feet)
Languages none
Skills Acrobatics +9, Stealth +9
Str +0, Dex +4, Con +2, Int -5, Wis +1, Cha -4

AC 18; Fort +7; Reflex +11; Will +6;
HP 30
Speed 10 feet (fly 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 5, Piercing 5, Slashing 2

Swarming Bites One Action

Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 reflex save) and 1 bleed damage. The young bloodseeker swarm gains temporary Hit Points equal to the damage dealt. A creature that takes damage from the bloodseeker swarm is Drained 1 until it receives healing (of any kind or amount).


Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.


Traits

Uncommon

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.

Animal

An 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.

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.