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Eyelet Swarm

Creature 7 (rare) — beast, swarm

Hundreds of eyelets can swarm to overwhelm larger threats. Eyelets are tiny, bat-like creatures with wings of shadow and magical scrying sensors embedded in their torsos. They use these eye-like sensors to record nearby events, gaining sustenance in the process. Scrying Station Eyelets live in flocks, nesting at a central scrying station for safety and camaraderie. At these stations, the events the eyelets witness are stored and viewed, and the eyelets' scrying sensors are erased. Wild eyelet

Source: wardens-of-wildwood-bestiary

Perception +18
Skills acrobatics +16, stealth +18
Str
+0
Dex
+5
Con
+0
Int
+2
Wis
+4
Cha
+2
AC 24 Fort +12 Ref +18 Will +15
HP 90
Immunities precision, swarm-mind
Resistances bludgeoning 5, slashing 10, piercing 10
Weaknesses area-damage 5, splash-damage 5
Speed 5 feet, fly 40 feet

Abilities

Swarm Mind — Swarm Mind
Light Blindness — Light Blindness
Send Signal — The eyelet sends an emergency signal through its scrying sensor to a linked scrying station (see Witness) up to 10 miles away. This transmits the eyelet's distance and direction from the station at the time of sending.
Witness — The eyelet records whatever it perceives, storing it in an embedded, marble-sized sensor. The eyelet can record up to 1 hour of events, starting and stopping across a longer period. Removing the sensor erases its records. An eyelet can transfer everything it has recorded up to 10 miles to its linked scrying station, where the recordings are collected and can be viewed. Doing so empties the sensor so it can be used again. An eyelet can link, or sever its link, to a scrying station as a 10-minute activity with the concentrate trait.
Swarming Cyclone — Each enemy in the swarm's space takes 4d6 bludgeoning damage (DC 25 Reflex save). A creature that fails this save is Stunned 1.
Unnerving Observation (emotion, fear, mental, occult) — The eyelets focus their sensors on the same target. One enemy in the swarm's space takes 6d6 mental damage (DC 25 Will save). On a failed save, the target is Frightened 2 (or Frightened 3 and Fleeing for 1 round on a critical failure).

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