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Feral Skull SwarmCreature 12


UncommonNEHugeMindlessSwarmUndead
Source Pathfinder Bestiary 3
Perception +21 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +22, Survival +21
Str +0, Dex +4, Con +7, Int -5, Wis +3, Cha +4

AC 32; Fort +25; Reflex +22; Will +19;
HP 160 (negative healing)
Speed 40 feet
Immunities death effects, disease, mental, paralyzed, poison, precision, unconscious
Weaknesses Area Damage 10, Splash Damage 10
Resistances Bludgeoning 5, Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10

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.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Feral Trackers

A feral skull swarm gains a +2 circumstance bonus to Perception checks to Seek and to Survival checks to Track, both against any creature that has taken damage from the swarm's Feral Gnaw within the previous 24 hours.

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.

Boneshard Burst

When a feral skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 3d12 piercing damage and 2d12 negative damage (DC 32 basic reflex save).

Feral Gnaw One Action

Each enemy in the swarm's space takes 2d6 bludgeoning damage, 2d6 piercing damage, and 2d6 slashing damage (DC 32 basic reflex save).

A creature that fails its saving throw also takes 1d10 Persistent Bleed Damage.

Frightening Howl One Action (auditory, emotion, enchantment, fear, mental)

The feral skull swarm emits a terrifying howl. Each creature within 60 feet must succeed at a DC 32 will save or become Frightened 2 (Frightened 3 and Fleeing for 1 round on a critical failure).

Whether it succeeds or fails its save, a creature is temporarily immune to Frightening Howl for 24 hours.


Some skull swarms are crafted from the heads of feral and dangerous beasts. These can include predatory cats, bears, dinosaurs, and the like, but just as often they're made from bulls, horses, apes, and other creatures that were gentler in life. In death, a feral skull swarm is bloodthirsty regardless of its origins, with a keen scent for living flesh. Even herbivore skulls diligently chew on the flesh of their swarm's victims.


A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.


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.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.