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Creeping Cone Swarm

Creature 10 (rare) — elemental, mutant, plant, swarm, wood

CrasherWeaverLANDVERTICALelementalplantwoodswarm

Caustic fluid seeps out from the scales of these sluglike cones, which spawn in unsuspecting hosts until they're mature enough to seek a place to root. Moving in writhing swarms that seek a habitat flush with prey, creeping cones spread Ayrzul's Blight when destroyed, but leaving them to grow unchecked poses a great risk to other creatures. The Plane of Wood contains many unique ecosystems formed around species of wondrous trees; when Ayrzul's Blight mutates one of these trees rather than killin

Source: wardens-of-wildwood-bestiary

Perception +18; darkvision, tremorsense (imprecise) 60 feet
Skills athletics +22
Str
+6
Dex
+5
Con
+6
Int
-4
Wis
+2
Cha
-1
AC 29 Fort +22 Ref +19 Will +16
HP 135
Immunities acid, poison, swarm-mind, precision
Resistances bludgeoning 10, piercing 10, slashing (except axes) 7
Weaknesses area-damage 7, axe-vulnerability 10, fire 10, splash-damage 7
Speed 25 feet, climb 20 feet

Abilities

Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Swarm Mind — This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Blight Burst (acid, primal) —
Jagged Scales (primal) — The creeping cones shake off a barrage of jagged, stony scales. Each creature in a 10-foot burst within 30 feet of the swarm takes 2d12+7 slashing damage (DC 29 Reflex save).
Pummeling Lurches — Each enemy in the swarm's space takes 6d6 bludgeoning damage (DC 29 Fortitude save). A creature that fails its save falls Prone.
Putrid Spores (aura, poison, primal) — 30 feet.

A creature entering the aura must succeed at a DC 26 Fortitude save or become Sickened 1 until the end of its turn (Sickened 2 on a critical failure).

While within the aura, an affected creature takes a –2 circumstance penalty to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

WORKS WELL WITH

AnvilLAND / VERTICALAn anvil holds enemies at the edge of the Putrid Spores aura while the swarm pushes through, creating a dilemma between facing the durable defender or entering the sickening cloud.
SnareLAND / VERTICALA snare can layer hazards on terrain the swarm climbs through, and the swarm's knock-prone effect sets up enemies for follow-up hazard damage.
ShadeLAND / VERTICALWhile the swarm's sickened aura and area damage create chaos, a shade picks off enemies that break formation to escape the hazard-laden zone.

PUNISHES

✖ clumping✖ standing still✖ melee reliance✖ precision
multiple area-weak creatures compound vulnerability to area and splash damage
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 #203: Shepherd of Decay.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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