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Cobblebone Swarm

Creature 3 (rare) — earth, swarm, undead

Pre-Remaster content. May include legacy alignment.

CrasherSnareLANDAERIALundeadswarmearth

Graydirge's necromancer-architects used a horrifying rending process to strip the flesh and souls off most bones involved in Graydirge's construction, but modern builders lack the benefit of such gruesomely efficient magic. When haunted bones are embedded in buildings alongside mundane materials, nearby bricks and cobblestones can be infused with necromantic energy. If no one exorcises the spirits haunting the bones, they become trapped and confused, their identities and memories intermingling.

Source: blood-lords-bestiary (Pre-Remaster)

Perception +9; lifesense 40 feet
Skills acrobatics +9, athletics +8, stealth +11
Str
+1
Dex
+4
Con
+2
Int
-4
Wis
+2
Cha
+0
AC 19 Fort +9 Ref +11 Will +8
HP 30 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, swarm-mind, unconscious
Resistances piercing 5, slashing 5
Weaknesses area-damage 3, vitality 5, splash-damage 3
Speed 20 feet, fly 5 feet

Abilities

Hatred for Secret Doors — Cobblebone swarms have a hatred for secret doors, trick drawers, or anything else that conceals hidden spaces, as such things remind them of years or decades spent trapped within stone. They gain a +5 circumstance bonus to Athletics checks to Force Open secret doors.
Jutting Bones — The cobblebone swarm's space is difficult terrain.
Lifesense 40 Feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Phantasmal Pummeling — Each foe in the cobblebone swarm's space takes 1d6 bludgeoning plus 1d6 void{1d6 bludgeoning damage and 1d6 void damage} (DC 17 Reflex).
Settlement Bound — A typical cobblebone swarm must remain in the settlement where it originated and can travel no farther than 1 mile from it without falling apart into component pieces, reviving if its pieces are returned to this area. Occasionally, cobblebone swarms are bound to a specific building, road, or district, rather than a settlement.
Occult Innate Spells DC 18, attack +10
Cantrips Ghost Sound

WORKS WELL WITH

AnvilLANDA separate frontline body can bottleneck enemies elsewhere while the swarm's damaging space punishes anyone who wanders in.
SniperLANDRanged damage bypasses the swarm's difficult terrain entirely, keeping pressure up without risking entanglement.
ShadeLANDA stealthy presence can herd or startle enemies toward the swarm's space without ever entering it.

PUNISHES

✖ clumping✖ precision reliance✖ melee engagement
Avoid pairing with another swarm or space-filling hazard; overlapping difficult terrain becomes as troublesome for allies as for enemies.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #181: Zombie Feast.

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