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Cobblebone SwarmCreature 3


RareNLargeEarthSwarmUndead
Source Pathfinder #181: Zombie Feast
Perception +9 (lifesense 40 feet)
Languages none
Skills Acrobatics +9, Athletics +8, Stealth +11
Str +1, Dex +4, Con +2, Int -4, Wis +2, Cha +0

AC 19; Fort +9; Reflex +11; Will +8;
HP 30 (negative healing)
Speed 20 feet (fly 5 feet)
Immunities death effects, disease, paralyzed, poison, precision, swarm mind, unconscious
Weaknesses Area Damage 3, Positive 5, Splash Damage 3
Resistances Piercing 5, Slashing 5

Hatred for Secret Doors

Cobblebone swarms have a hatred for secret doors, trick drawers, or anything else that conceals hidden spaces, as such things remind them of years or decades spent trapped within stone. They gain a +5 circumstance bonus to Athletics checks to Force Open secret doors.

Jutting Bones

The cobblebone swarm's space is difficult terrain.

Lifesense 40 Feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Phantasmal Pummeling One Action

Each foe in the cobblebone swarm's space takes 1d6 bludgeoning damage and 1d6 negative damage (DC 17 basic reflex).

Settlement Bound

A typical cobblebone swarm must remain in the settlement where it originated and can travel no farther than 1 mile from it without falling apart into component pieces, reviving if its pieces are returned to this area. Occasionally, cobblebone swarms are bound to a specific building, road, or district, rather than a settlement.


Occult Innate Spells (DC 18, +10 to hit)

Cantrips (2nd Level): Ghost Sound


Graydirge's necromancer-architects used a horrifying rending process to strip the flesh and souls off most bones involved in Graydirge's construction, but modern builders lack the benefit of such gruesomely efficient magic. When haunted bones are embedded in buildings alongside mundane materials, nearby bricks and cobblestones can be infused with necromantic energy. If no one exorcises the spirits haunting the bones, they become trapped and confused, their identities and memories intermingling. After several years, they can form cobblebone swarms, malevolent haunted amalgamations of brick and bone. These vengeful creatures conjure ghostly noises to lure victims down narrow alleys or into dark stone basements, where they pummel them to death and cover their remains beneath piles of bones and brick.

Some have mistaken cobblebone swarms for cobbleswarms, but citizens of Graydirge know to look for nearby apparitions, or studded bones that move when you look away. These are sure signs of a cobblebone swarm, and an indication that one should take a different route to their destination.

Cobblebone swarms look like piles of simple bricks or cobblestones with crooked bones embedded in them, often in the shape of crude faces. As they roll along or float slowly through the air, they leave a ghostly afterimage in their wake.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.