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Vescavor Swarm

Creature 5 — fiend, swarm, unholy

SnareCrasherLANDAERIALfiendunholy

The most common and numerous vescavors are the raving swarms. If left alone and unchecked, many believe they would eventually consume themselves once everything else in the immediate vicinity was consumed. What is even more vexing than their hunger is their song. While it sounds like gibberish at first, once bitten, the song will drive people into chaos. These gluttonous green vermin travel from the Outer Rifts in an endless search for food. Along the way, these acrid wasps devour everything in

Source: pathfinder-monster-core

Perception +11; darkvision
Languages chthonian
Skills acrobatics +13, athletics +10, stealth +13
Str
-2
Dex
+5
Con
+4
Int
-3
Wis
+1
Cha
+1
AC 21 Fort +11 Ref +15 Will +9
HP 60
Immunities mental, precision
Resistances bludgeoning 5, piercing 5, slashing 2
Weaknesses area-damage 5, cold-iron 5, holy 5, splash-damage 5
Speed 20 feet, fly 40 feet

Abilities

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.
Devour All — The swarm eat away the very earth beneath their feet. The swarms Strides. All squares they occupy during their movement becomes difficult terrain. Any creatures they move through must succeed a DC 21 Reflex save or fall Prone.
Maddening Gibbers (auditory, mental) — Each stupefied creature in the swarm's space must attempt a DC 21 Will saving throw as the swarm yammers the endless chorus of the Outer Rifts.

Critical Success The target is unaffected and is temporarily immune to Maddening Gibbers for 1 minute.

Success The target is unaffected and is immune to Maddening Gibbers for 1 round.

Failure The target becomes Confused for 1 round.

Critical Failure The target becomes confused for 1 round and can't target fiends while confused in this way.
Ravenous Bites — Each enemy in the swarm's space takes 3d6 piercing damage (DC 20 Fortitude save). A creature that fails its save is also Stupefied 1 for 1 round.

WORKS WELL WITH

AnvilLANDA frontline bulwark keeps enemies pinned near the swarm's space so its area effects keep landing.
SniperLANDA ranged attacker can strike safely from outside the swarm's space while it locks enemies down.
FlankerLANDA mobile striker exploits targets left Stupefied and disoriented by the swarm's presence.

PUNISHES

✖ clumping✖ low Will✖ standing still
This swarm shares a weakness to area and splash damage with other swarms; avoid stacking them since one AoE answer handles both.
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 Monster Core.

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