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Squirrel Swarm (1-04)Creature 1


NLargeAnimalSwarm
Source Pathfinder Society Scenario #1-04: Bandits of Immenwood
Perception +5 (low-light vision)
Languages none
Skills Acrobatics +8, Athletics +4
Str -3, Dex +3, Con +1, Int -4, Wis +1, Cha -2

AC 14; Fort +2; Reflex +7; Will +4;
HP 12
Speed 30 feet (climb 20 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 3, Splash Damage 3
Resistances Physical 6

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.

Swarming Claws and Teeth Two Actions

Each enemy in the swarm's space takes 1d4 piercing damage and must attempt a DC 17 reflex save.

A creature affected by this attack can spend 2 actions on it's turn to attempt another DC 17 reflex to remove the clumsy condition.


Critical Success The creature is unaffected.

Success The creature takes half damage

Failure The creature takes full damage and is Clumsy 2.

Critical Failure The creature takes double damage, is clumsy 2, and falls Prone.


Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.


Traits

Common

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.