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Krooth HatchlingsCreature 3


UncommonNLargeAmphibiousAnimalSwarm
Source Pathfinder Society Scenario 1-24: Lightning Strikes, Stars Fall
Perception +6 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +10, Stealth +8, Survival +8
Str +3, Dex +1, Con +2, Int -4, Wis +0, Cha +1

AC 19; Fort +9; Reflex +8; Will +6;
HP 30
Speed 30 feet (climb 20 feet, swim 20 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 5, Piercing 5, Slashing 2

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

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.

Swarming Bites One Action

Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 basic reflex) and 1d4 Persistent Bleed Damage.



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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.