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Feral Skull Swarm

Creature 12 (uncommon) — mindless, swarm, undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerWeaverLANDundeadswarmunholy

Some skull swarms are crafted from the heads of feral and dangerous beasts. These can include predatory cats, bears, dinosaurs, and the like, but just as often they're made from bulls, horses, apes, and other creatures that were gentler in life. In death, a feral skull swarm is bloodthirsty regardless of its origins, with a keen scent for living flesh. Even herbivore skulls diligently chew on the flesh of their swarm's victims. A skull swarm is composed of reanimated masses of craniums and jawb

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +21; darkvision, scent (imprecise) 30 feet
Skills acrobatics +22, survival +21
Str
+0
Dex
+4
Con
+7
Int
-5
Wis
+3
Cha
+4
AC 32 Fort +25 Ref +22 Will +19
HP 160 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious, mental
Resistances bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10
Weaknesses area-damage 10, splash-damage 10
Speed 40 feet

Abilities

Feral Trackers — A feral skull swarm gains a +2 circumstance bonus to Perception checks to Seek and to Survival checks to Track, both against any creature that has taken damage from the swarm's Feral Gnaw within the previous 24 hours.
Boneshard Burst — When a feral skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 3d12 piercing plus 2d12 void{3d12 piercing damage and 2d12 void damage} (DC 32 Reflex save).
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.
Feral Gnaw — Each enemy in the swarm's space takes 2d6 bludgeoning plus 2d6 piercing plus 2d6 slashing{2d6 bludgeoning damage, 2d6 piercing damage, and 2d6 slashing damage} (DC 32 Reflex save).

A creature that fails its saving throw also takes 1d10 bleed.
Frightening Howl (auditory, emotion, fear, mental) — The feral skull swarm emits a terrifying howl. Each creature within 60-foot emanation{60 feet} must succeed at a DC 32 Will save or become Frightened 2 (Frightened 3 and Fleeing for 1 round on a critical failure).

Whether it succeeds or fails its save, a creature is temporarily immune to Frightening Howl for 24 hours.

WORKS WELL WITH

AnvilLANDAn Anvil holds enemies in place for the swarm to occupy their space and deal Feral Gnaw damage.
CrasherLANDA Crasher's area damage weakens clustered foes before the swarm follows up with Frightening Howl.
SniperLANDA Sniper can attack safely from range while the swarm occupies enemy spaces and disrupts formations.

PUNISHES

✖ clumping✖ precision-reliance✖ physical-damage-reliance
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 Bestiary 3.

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