Skittering Slayer
Creature 8- Perception
- +17; darkvision, tremorsense (imprecise) 30 feet
- Languages
- Aklo, Common
- Skills
- Acrobatics +16, Athletics +17, Intimidation +15, Stealth +16
- Str +5, Dex +4, Con +6, Int +0, Wis +3, Cha +3
- Items
- flail, light hammer (3), chain mail
- AC
- 26 all-around vision; Fort +18, Ref +16, Will +13
- HP
- 130; Immunities precision, swarm mind; Weaknesses area damage 10, splash damage 10; Resistances physical 5, poison 5
All-Around Vision
Swarm Mind
Agitated by Light When exposed to bright light, the skittering slayer must attempt a DC 25 Will save. On a failure, they become Frightened 1 (Frightened 2 on a critical failure). The skittering slayer then becomes immune to being agitated by light for 10 minutes.
Discorporate When the swarm strider is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the swarm strider can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the swarm strider permanently. The invertebrates have a collective pool of 32 HP, and the same AC, saves, immunities, resistances, and weaknesses as the swarm strider. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the swarm strider.
Scatter ⟲ Trigger The skittering slayer is targeted by a splash attack or would attempt a Reflex save against an area effect
Effect The skittering slayer scatters in place, gaining a +2 circumstance bonus to AC and Reflex saves against the triggering effect.
- Speed
- 30 feet
Melee ◆ flail +20 (disarm, reach 10 feet, sweep, trip), Damage 2d6+11 bludgeoning plus Clinging Remnants
Melee ◆ light hammer +19 (agile, reach 10 feet), Damage 1d6+11 bludgeoning plus Clinging Remnants
Ranged ◆ light hammer +19 (agile, thrown 20 feet), Damage 1d6+11 bludgeoning plus Clinging Remnants
Melee ◆ fist +19 (agile, finesse, nonlethal, reach 10 feet, unarmed), Damage 1d4+11 bludgeoning plus Clinging Remnants
Clinging Remnants A swarm strider's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 2d4 persistent piercing damage.
Draw Bugs ◆ (healing) The swarm strider draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 10 HP. At the GM's discretion, the swarm strider doesn't recover HP in areas where there aren't enough arthropods to call to themselves.
Squirming Embrace ◆ The swarm strider Strides. If they end their movement sharing a space with a creature, they deal 3d6 piercing damage to the creature, with a DC 26 basic Reflex. The swarm strider can Burrow, Climb, Fly, or Swim instead of Striding if they have the corresponding movement type.
Swarm Shape ◆ (concentrate) The swarm strider collapses into a shapeless swarm of their constituent creatures. They drops all items in their possession. In this form, the swarm strider can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. They can use the same action to coalesce from their swarm shape back into their normal form.
Source: Pathfinder Monster Core 2