Skittering Slayer
Creature 8 (uncommon) — aberration, swarm
When a warrior's last thoughts are of bloodlust, their body can become so suffused with rage that it infects whatever eats their corpse. This singular emotion binds together the resultant swarm, combining the insects' will to survive with a berserker's deathless rage, creating an indomitable combatant. Often made of roaches or similarly tenacious insects, skittering slayers rarely develop long-term plans, instead scuttling about in search of dark refuges and passionate fights. These swarm stride
Source: pathfinder-monster-core-2
Perception +17
Skills acrobatics +16, athletics +17, intimidation +15, stealth +16
Str
+5
Dex
+4
Con
+6
Int
+0
Wis
+3
Cha
+3
AC 26
Fort +18
Ref +16
Will +13
HP 130
Immunities precision, swarm-mind
Resistances physical 5, poison 5
Weaknesses area-damage 10, splash-damage 10
Speed 30 feet
Offense
Melee Flail +20, Damage 2d6+11 bludgeoning
Melee Light Hammer +19, Damage 1d6+11 bludgeoning
Ranged Light Hammer +19, Damage 1d6+11 bludgeoning
Melee Fist +19, Damage 1d4+11 bludgeoning
Abilities
All-Around Vision — All Around Vision
Swarm Mind — 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 —
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 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.
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