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Young Bloodseeker SwarmCreature 3

Source Pathfinder Society Scenario #1-02: The Mosquito Witch
Perception +9 (darkvision, scent (imprecise) 60 feet)
Languages none
Skills Acrobatics +9, Stealth +9
Str +0, Dex +4, Con +2, Int -5, Wis +1, Cha -4

AC 18; Fort +7; Reflex +11; Will +6;
HP 30
Speed 10 feet (fly 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 5, Piercing 5, Slashing 2


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) 60 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 save) and 1 Persistent Bleed Damage. The young bloodseeker swarm gains temporary Hit Points equal to the damage dealt. A creature that takes damage from the bloodseeker swarm is drained 1 until it receives healing (of any kind or amount).

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.



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.