Vescavor Swarm
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Vescavor Swarm (CR 5)
Diminutive Outsider (Chaotic, Evil, Extraplanar)Alignment: Chaotic Evil
Initiative: +3
Senses: Darkvision 60 feet; Perception +9
Aura: gibber (15 feet)
Speed: 30 feet, Fly 40 feet (good)
Space: 10 feet
Defense
Armor Class: 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)Hit Points: 47 (5d10+20)
Saving Throws: Fort +7, Ref +9, Will +2
Immunity: poison, swarm traits, weapon damage
Energy Resistance: fire 10, electricity 10
Spell Resistance: 16
Offense
Melee: swarm (2d6 plus distraction)Reach: 0 feet
Special Attacks: Distraction (DC 15), ravenous, traumatizing
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
7 (-2) | 17 (+3) | 16 (+3) | 4 (-3) | 13 (+1) | 12 (+1) |
CMB +4
CMD 12 (can't be tripped)
Feats: Blind-Fight, Lightning Reflexes, Toughness
Skills: Fly +21, Perception +9, Stealth +23
Languages: Abyssal
Special Abilities
Gibber (Su)
Vescavors yammer the endless chorus of the Abyss. Any creature within 15 feet of a vescavor swarm or inside it must succeed at a DC 15 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same vescavor swarm's gibbering for 24 hours. The save DC is Constitution-based.Ravenous (Ex)
Vescavors can devour nearly anything, with the exception of adamantine. If the swarm attacks an object or structure, the vescavors ignore its hardness if it is made of any substance other than adamantine. Additionally, every round that a creature is in the same space as the swarm, the vescavors begin devouring one object on the creature. The object takes half its maximum hit points in damage and gains the broken condition. If the vescavors attack an object with the broken condition, it is destroyed. An attended or magic object can make a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.Traumatizing (Su)
Vescavors embody the meanest depravities of the Outer Rifts, and walking among them is akin to being trapped in the Abyss itself. Any creature that spends more than 3 rounds inside a vescavor swarm must succeed at a DC 13 Will save or gain one of the types of madness presented on page 250 of the Pathfinder RPG GameMastery Guide. Roll on the Types of Insanity table to determine which type of insanity affects the creature-the creature does not make another Will save against the specific insanity. This affliction is permanent, but can be healed as detailed in the Curing Insanity section of the Sanity and Madness rules. The save DC is Charisma-based.Ecology
Environment: AnyOrganization: solitary, pair, plague (3-12), or apocalypse (16-30)
Treasure: none
And those who linger near the Worldwound eventually discover that more than demons clawed through the rift between worlds.
Once known only to the lightless crevices and shrieking half-live jungles of the Abyss, the yammering, gnashing stray teeth of the Outer Rifts have also been unleashed upon Golarion-the gluttonous vermin of the Abyss called vescavors.
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