Swarm Voice
Creature 3 — humanoid, ratfolk
WeaverLANDhumanoidratfolk
The swarm voice is the secular leader of a ysoki warren or one family in a larger warren. If there is a dispute, the swarm voice resolves it. If there is a negotiation, they orchestrate it. If war is about to break out, they declare it. The swarm voice is the welcoming hand and the iron fist of their colony. Ysoki (or, as outsiders call them, ratfolk) in their warrens have a society that is both stern and democratic, caring and ever vigilant. And at the top is a handful of intimidating and prote
Source: pathfinder-npc-core
Perception +9; low-light-vision; (+18 to Sense Motive)
Languages common, ysoki
Skills acrobatics +8, athletics +9, diplomacy +17, intimidation +15, Legal Lore +16, performance +15, society +16, survival +10
Str
+2
Dex
+1
Con
+0
Int
+3
Wis
+3
Cha
+4
Items Acid Flask (Lesser) (4), Crossbow, Longspear
AC 18
Fort +7
Ref +8
Will +11
HP 45
Speed 25 feet (swarming)
Offense
Melee Longspear (reach) +11, Damage 1d8+5 piercing
Melee Jaws (agile, unarmed) +11, Damage 1d4+5 piercing
Ranged Alchemical Bomb (bomb, consumable, splash) +10, range 20 feet, Damage 1 acid plus 1d6 acid plus 1 acid
Ranged Crossbow (reload-1) +10, range increment 120 feet, Damage 1d8+3 piercing
Abilities
+9 to Sense Motive —
Voice of the Swarm — For encounters involving negotiation or diplomacy, the swarm voice is a 7th-level challenge.
Advise Swarm (auditory, linguistic, mental) — The swarm voice issues orders to move. Each ratfolk from the same warren in a 15-foot emanation can spend a reaction to Step, Stride, or Take Cover.
Chittering Terror (auditory, emotion, fear, mental) — The swarm voice chitters, creating a terrifying din, and encourages their allies to join in. Each enemy within 30-foot emanation{30 feet} must succeed at a DC 19 Will save or be Frightened 1 (or Frightened 2 on a critical failure). An enemy takes a –2 circumstance penalty to its save if it's adjacent to one or more ratfolk allied with the swarm voice. Regardless of the result of a creature's save, it's then temporarily immune for 1 hour.
Swarming — A swarm voice can end their movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.
WORKS WELL WITH
AnvilLANDA stationary frontline soaks priority attention while the commander's granted reactions let allies reposition or take cover safely.
FlankerLANDEnemies Frightened by the terrifying din become easier to outmaneuver, letting a mobile skirmisher convert the debuff into positional advantage.
PUNISHES
✖ clumping✖ static formations✖ low Will
Avoid stacking with another command-focused support; redundant granted reactions add little once positioning is already dictated.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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