Karumzek SwarmCreature 11
Source Pathfinder #171: Hurricane's Howl
Perception +21 (darkvision, poison sense (precise) 30 feet)
Languages none
Skills Acrobatics +21, Crafting +23, Nature +19, Religion +21, Stealth +23
Str +2, Dex +5, Con +4, Int -1, Wis +3, Cha +0
AC 30; Fort +21; Reflex +24; Will +18;
HP 175
Speed 40 feet (climb 30 feet)
Immunities poison, precision, swarm mind
Weaknesses Area Damage 10, Good 10, Splash Damage 10
Resistances Bludgeoning 5, 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Poison Sense (precise) 30 feetA karumzek senses any poisoned creature. It can spend an action with the concentrate trait to determine the poison's type and current stage.
Karumzek Venom (poison, virulent)Saving Throw DC 28 fortitude
Maximum Duration 6 rounds
Stage 1 4d6 poison and Enfeebled 1 (1 round)
Stage 2 5d6 poison, Clumsy 1 , and Enfeebled 2 (1 round)
Stage 3 6d6 poison, Clumsy 2 , and enfeebled 2 (1 round)
Swarming BitesEach enemy in the karumzek swarm's space takes 2d6 piercing damage (DC 27 basic reflex save) plus karumzek venom.
Occult Innate Spells (DC 30, +22 to hit)
2nd Level: Death Knell, Invisibility (At Will) (self only), Vomit Swarm
Traits
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.