Piranha Swarm

Piranha need no introduction, but their fiendish brethren do. Found in some tributaries of the Styx, these hellish fish will strip suffering souls to the bone in seconds.

Piranha Swarm – CR 5
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +15

AC: 19 (+4 size, +4 dex, +1 natural)
HP: 44 (HD: 10d8)
Fort: +6 Reflex: +10 Will: +4

Speed: 30 feet
Attack: swarm (4d6)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.

Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Alertness, Combat Reflexes, Lightning Reflexes

Abilities: Str 1 Dex 19 Con 10 Int 1 Wis 10 Cha 4

Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 14 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.

Stygian Piranha Swarm – CR 10
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +23

AC: 24 (+4 size, +4 dex, +6 natural)
HP: 133 (HD: 20d8 + 40)
Fort: +14 Reflex: +19 Will: +8

Speed: 30 feet
Attack: swarm (8d8)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.

Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Improved Natural Attack, Iron Will, Alertness, Combat Reflexes, Lightning Reflexes, Great Fortitude, Run

Abilities: Str 1 Dex 21 Con 14 Int 1 Wis 10 Cha 4

Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 19 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.


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Swarm of Giant Locusts

Size/Type: Small Vermin (Swarm)
Hit Dice: 15d8+6 (100 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Swarm (6d6)
Full Attack: Swarm (6d6)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, knockdown
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Environment: Temperate plains
Organization: Cloud (10-15 swarms), or plague (16-30 swarms)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path, including leather, clothing, foliage, and flesh.

Combat

A giant locust swarm surrounds and attacks any living prey it encounters. A swarm deals 6d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)

Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.

Knockdown (Ex)

Any creature that begins it’s turn with a locust swarm in its space must succeed on a DC 14 strength check or be knocked prone by the impact of the enormous insects.

Skills

A locust swarm has a +4 racial bonus on Listen and Spot checks.


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Creature: Flock of Ravens (CR 2)

Flock of Ravens (CR 2)
neutral
Diminutive Animal (Swarm)
Init: +2 Senses: normal
Listen +11 Spot +11

AC: 16 (+4 size, +2 dex)
HP: 13 (HD 3d8)
Resist: half damage from slashing and piercing
Fort: +3 Ref: +7 Will: +3
Weakness: swarm weaknesses

MV: 20 ft. or fly 60 (good)
Attack: Swarm (1d6)
Space / Reach: 10 ft / 0 ft
Base Attack: +2 Grapple: NA

Abilities: Str: 3 Dex: 15 Con: 10 Int: 2 Wis: 14 Cha: 4
SQ: half damage from slashing and piercing, low-light vision, swarm traits
SA: destraction, blinding
Feats: Alertness, Lightning Reflexes
Skills: listen +11, spot +11

A shreiking mass of black feathers, beaks, eyes and claws sweeps through the air.

Normally unagressive, magic or supernatural circumstances sometimes cause these flocks of birds to become extremely agressive and dangerous.

Combat
A raven swarm seeks to surround and attack any prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Blinding (Ex): Any living creature damaged by a raven swarm may be permamently blinded unless they succeed at a DC 11 Fortitude save.

SWARM COMBAT
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.
Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
Vulnerabilities of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities,
as follows:
A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.


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Creature: The Cats of Ulthar

Cats of Ulthar

Hit Dice: 4d8 (18)
Initiative: +3
Speed: 30 ft
Armor Class: 14 (+2 size +2 dex)
Base Attack/Grapple: +3 / –
Attack: Swarm 1d6+1
Full Attack: Swarm 1d6+1
Space/Reach: 10ft / 0ft
Special Attacks: Distraction, stunning aura
Special Qualities: Swarm traits, low-light vision, scent
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 4, Dex 15, Con 10, Int 10, Wis 12, Cha 16
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3.
Feats: Weapon Finesse, Improved Initiative
Environment: Temperate and lunar planes
Organization: Solitary, pride (2-6 swarms), or hunting party (7-12 swarms)
Treasure: None
Alignment: Neutral with lawful and good tendencies
Advancement: None
Level Adjustment:

Thousands of yellow cat eyes blink at you malevolently and a paralytic fear grips you. No sound comes from the horde of felines as they pounce upon and completely envelop you.

These creatures are indistinguishable from normal domestic felines. However, they are highly intelligent, well organized, magical beasts. Any mistreatment of the feline race incurs their vengeance. Once they learn of a crime, they gather under the light of the moon in sufficient numbers to dispatch the transgressor without warning. They are chillingly efficient, leaving behind no trace of their victims.

COMBAT

Stunning Aura (Su): Any living creature within 10′ of the swarm of Cats of Ulthar must make a DC 15 Will save or be stunned for 1 round. A potentially affected creature that succeeds on its Will save remains immune to the cats’ stunning presence for 24 hours.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 15 Will save or be shaken (-2 to attacks, saves, skill and ability checks) for one round.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats of Ulthar also receive a plus one million racial bonus on Jump checks when they leap from rooftops to the dark side of the moon.


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