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Bone Skipper SwarmCreature 6


UncommonNLargeAnimalSwarm
Source Pathfinder #158: Sixty Feet Under
Perception +17 (darkvision, bonesense (imprecise) 30 feet)
Languages none
Skills Acrobatics +17
Str -4, Dex +5, Con +4, Int -5, Wis +2, Cha -5

AC 24; Fort +14; Reflex +17; Will +12;
HP 120
Speed 25 feet (fly 40 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 9, Splash Damage 9
Resistances Bludgeoning 5, Piercing 9, Slashing 9

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Bonesense (Imprecise) 30 feet

A bone skipper swarm identifies bones and creatures with a skeletal system in the listed range.

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.

Marrow Rot (disease)

Marrow rot affects only creatures with a skeletal system

Saving Throw DC 24 fortitude

Onset 1 day

Stage 1 Enfeebled 1 (1 day)

Stage 2 Enfeebled 2 (1 day)

Stage 3 Enfeebled 2 and Drained 1 (1 day)

Swarming Bites One Action

Each enemy in the swarm's space takes 3d6 piercing damage (DC 24 basic reflex) save plus exposure to marrow rot.



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.