Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

CobbleswarmCreature 2

Source Pathfinder Bestiary 3
Perception +9 (no vision, tremorsense (precise) 40 feet, tremorsense (imprecise) 80 feet)
Languages none
Skills Athletics +8, Stealth +10
Str +2, Dex +4, Con +2, Int -3, Wis +3, Cha +0

AC 16; Fort +8; Reflex +10; Will +7;
HP 20
Speed 20 feet (burrow 10 feet)
Immunities precision, swarm mind, visual
Weaknesses Area Damage 3, Splash Damage 3
Resistances Piercing 5, Slashing 5

Tremorsense (Precise) 40 feet, (Imprecise) 80 feet

A cobbleswarm's tremorsense is a precise sense out to 40 feet and an imprecise sense out to 80 feet. A cobbleswarm can't sense anything beyond the range of its tremorsense.

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Clutching Cobbles

The cobbleswarm's space is difficult terrain.

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.

Grasping Bites Two Actions (attack)

The cobbleswarm attempts an Athletics check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the cobbleswarm's multiple attack penalty.

Critical Success The creature falls Prone, takes 1d6 bludgeoning damage, and is Grabbed by the cobbleswarm until the end of the cobbleswarm's next turn.

Success The creature falls prone.

Pummeling Assault One Action

Each foe in the cobbleswarm's space takes 2d4 bludgeoning damage (DC 17 basic reflex save).

Busy road builders might unknowingly use cobble mites in construction.

Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in large groups.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


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.