Diminutive Vermin (Swarm)
Speed: 50 feet
Armor Class: 19 (+4 size, +5 Dexterity); touch 19, flat-footed 14
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)Space/Reach: 10 feet by 10 feet/0 feet
Special Attacks: Distraction, wounding
Special Qualities: Darkvision 60 feet, immune to weapon damage, swarm traits, vermin traits, water walk, wavesense
Saves: Fortitude +6, Reflex +8, Will +3
Abilities: Str 1, Int -, Wis 10, Dex 20, Con 10, Cha 8
Skills: Hide +21 (+25 in swamps or wetland terrain), Spot +4
Feats: Improved Initiative
Environment: Warm marshes
Organization: Solitary, fleet (2 - 4 swarms), or flotilla (11 - 20 swarms)
Challenge Rating: 5
Alignment: Always neutral
Level Adjustment: -
Like any swarm, a swamp strider swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move, plus damage from its wounding ability.
Spider swarms are extremely difficult to fight with physical attacks. They have a few special vulnerabilities as follows.
Swamp Strider Swarms as Familiars
Spider swarms can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat and be at least a 11th-level caster. Goblinoid spellcasters and other worshipers of Ninkurra often have swamp strider swarm familiars.
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