Difference between revisions of "Parasprite Swarm"

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(Parasprite Swarm)
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:Fine vermin (swarm)
 
:Fine vermin (swarm)
:hp 49 (11d8)  
+
:hp 11d8 (49)  
 
:Ini +2  
 
:Ini +2  
 
:Speed: 10 ft., fly 60 ft. (perfect)  
 
:Speed: 10 ft., fly 60 ft. (perfect)  

Revision as of 17:07, 10 November 2011


Parasprite Swarm

Parasprites.png

Fine vermin (swarm)
hp 11d8 (49)
Ini +2
Speed: 10 ft., fly 60 ft. (perfect)
AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex)
BaB +8
Attack: Swarm (3d6)
Space/Reach: 10 ft/0 ft.
Special Attacks: Cling, Consume, Distraction (DC 15)
Special Qualities: Swarm traits; Immunity [weapon damage]; Weakness [music]; Darkvision 60 ft., Scent (Perception +4)
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Skills: Fly +18, Listen +4, Spot +4
Feats: none
Environment: any forest
Organization: solitary, pair, patrol (3–6 swarms), or legion (7–16 swarms)
CR 4
Treasure: none
Alignment: always neutral
Advancement: none

Combat

Special Abilities

  • Cling (Ex) If a creature leaves an parasprite swarm's square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. A creature with parasprites clinging to him takes 3d6 points of damage at the end of his turn each round. As a full-round action, he can remove the ants with a DC 17 Reflex save. High wind or any amount of damage from an area effect destroys all clinging ants. The save DC is Dexterity-based.
  • Consume (Ex) An parasprite swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, an parasprite swarm attack deals 6d6 points of damage.
  • Weakness to Music (Ex) Parasprites are easily hypnotized by polka music. The musician must succeed on a DC 20 Perform check each round as a move action. Each round the musician is successful, all parasprite swarms within a 60 ft. radius must succeed on a DC 15 Will save or be affected as if by a mass charm monster spell.