Stymphalides Swarm
Stymphalides Swarm | CR 6 |
DEFENSE
AC 23, touch 17, flat-footed 18 (+4 Dex, +1 dodge, +6 natural, +2 size)
hp 52 (7d10+14)
Fort +7, Ref +9, Will +3
Defensive Abilities half damage from slashing and piercing weapons,swarm traits; DR 5/magic; Immune fire
Weakness sonic
hp 52 (7d10+14)
Fort +7, Ref +9, Will +3
Defensive Abilities half damage from slashing and piercing weapons,swarm traits; DR 5/magic; Immune fire
Weakness sonic
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee swarm +7* (2d6–2 plus bleed)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (1), dazzle, distraction (DC 15)
Melee swarm +7* (2d6–2 plus bleed)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (1), dazzle, distraction (DC 15)
STATISTICS
Str 6, Dex 19, Con 14, Int 2, Wis 13, Cha 11
Base Atk +7; CMB —; CMD —
Feats Alertness, Dodge, Improved Initiative, Step Up
Skills Fly +8, Perception +13
Base Atk +7; CMB —; CMD —
Feats Alertness, Dodge, Improved Initiative, Step Up
Skills Fly +8, Perception +13
SPECIAL ABILITIES
Dazzle (Ex)
As a stymphalides swarm beats its wings, the birds’ steel feathers reflect light in blinding patterns of flashes and flares. While in an area of normal or brighter light, anyone who occupies the same square as a stymphalides swarm at the beginning of its turn must make a DC 15Fortitude save. Those who fail are blinded for 1d4 rounds, while those who make their saves are dazzled until they spend 1 full round outside the swarm’s space. This is a sight-based effect.
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