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Sorcerous Skull SwarmCreature 14


RareNELargeSwarmUndead
Source Pathfinder Bestiary 3
Perception +24 (darkvision, true seeing)
Languages none
Skills Acrobatics +26, Arcana +28, Occultism +28
Str -3, Dex +6, Con +4, Int +8, Wis +4, Cha +5

AC 34; Fort +22; Reflex +26; Will +26; +1 status to all saves vs. magic
HP 190 (negative healing)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, swarm mind, unconscious
Weaknesses Area Damage 12, Splash Damage 12
Resistances Bludgeoning 6, Cold 12, Electricity 12, Fire 12, Piercing 12, Slashing 12

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 Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicNegative 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.

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.

Boneshard Burst

When a sorcerous 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 3d12 negative damage (DC 34 basic reflex save).

Consume Spell Reaction

Trigger The swarm is targeted with a spell


Effect The swarm casts Dispel Magic to counteract the triggering spell. If it successfully counteracts the spell, it gains temporary Hit Points equal to twice the level of the counteracted spell that last for 1 minute.

Siphon Magic Two Actions (arcane, illusion, mental)

The sorcerous skull swarm saps magic from nearby creatures. Any creature with the ability to cast spells (including innate spells) in the swarm's space takes 15d6 mental damage (DC 34 basic will save); on a failure, the creature is also Stupefied 2 (Stupefied 3 on a critical failure).

Swarming Gnaw One Action

Each enemy in the swarm's space takes 5d8 piercing damage (DC 34 basic reflex save).


Arcane Innate Spells (DC 36, +26 to hit)

Cantrips (7th Level): Detect Magic, Mage Hand, Telekinetic Projectile
2nd Level: Dispel Magic (At Will)
6th Level: True Seeing (Constant)
7th Level: Spell Turning


The act of creating a demilich sometimes goes horribly awry, leaving behind a shattered remnant of a once-mighty spellcaster constantly leaking eldritch energies. The ruined spirit animates a cloud of debased copies of itself, glittering with cracked crystals in crude imitation, and it hungers constantly for the magical energies denied it in its corrupted immortality.

Some of the spellcaster's personality remains in the swarm, albeit usually unnaturally split between the skulls. As a consequence, the skulls argue among themselves as warring parts of the personality clamor to be heard, resulting in the swarm's fractious, inconstant attitude.


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

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.