howandwhy99
Adventurer
PEBBLE SWARM
diminutive elemental (earth, extraplanar, swarm)
Hit Dice: 6d8+24 (51)
Init: +9
Speed: 5 ft (1 square), 40 ft fly (good)(8 squares)
AC: 29 (+4 size, +5 dex, +10 natural)
Flatfooted AC: 24
Touch AC: 19
Base Attack/Grapple: +3 / --
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10/0
SA: Distraction
SQ: Darkvision 60', Elemental Traits, Swarm Traits, Immune to weapon damage, Shatter Vulnerability, Scouting
Saves: Fort: +9, Ref: +6, Will: +2
Abilities: str: 1, dex: 20, con: 19, int 3, wis: 11, cha: 10
Skills: Spot +9, Listen +9
Feats: Improved Initiative, Alertness, Hover
Environment: Elemental Plane of Earth
Organization: Solitary, Heap (4-7 swarms), Mound (8-12 swarms)
CR: 4
Treasure: None
Alignment: Usually Neutral
Advancement: None
LA: --
The small floating stone, ordinary in most other respects, circles around you in a friendly fashion.
The pile of stone rubble rises into the air swirling about like a cyclone buffeting you with thousands of pellets.
Pebble swarms are actually partial remains of true earth elementals. Owing to their non-dual nature, when an elemental decides it has lived long enough it typically merges back with its element permenantly. However, when an elemental is compacted over an exceptionally long period of time it can only degrade and lose its cohesion. When this happens to an earth elemental the remaining stones of its body still retain a limited intelligence and power. Working together these stones have a far greater defense than individually.
Scouting: Pebble Swarms send out single stones scouts to explore their territory. When a potential threat is found, a scouting stone normally lures that threat back to the main group by piquing curiousity. Appearing as a simple pile of stones even intelligent creatures are often unaware of the Pebble Swarm's threat until they are above the mass of it. The swarm strikes raising into the air and swarming their opponent. By moving along with its foe and using its distraction ability, a pebble swarm can kill small threats or annoy larger ones until they move out of the swarm's territory.
On some occasions a scouting stone will stay with a new found creature bonding with it like a normal swarm.
Swarm Attack: Automatic damage is dealt to any creature whose space the swarm occupies at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. The swarm attack is nonmagical and cannot be used in attacks of opportunity. Creatures caught within the swarm are distracted as below.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Vulnerability to Shatter: The shatter cast as either an area effect or targeted on the swarm itself deals damage as if the pebble swarm were a crystalline creature.
Racial Skill Bonuses: +4 to Listen and Spot.
Elemental Traits: An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects, paralysis, and stunning.
—Not subject to critical hits or flanking.
—Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
—Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
—Elementals do not eat, sleep, or breathe.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage
diminutive elemental (earth, extraplanar, swarm)
Hit Dice: 6d8+24 (51)
Init: +9
Speed: 5 ft (1 square), 40 ft fly (good)(8 squares)
AC: 29 (+4 size, +5 dex, +10 natural)
Flatfooted AC: 24
Touch AC: 19
Base Attack/Grapple: +3 / --
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10/0
SA: Distraction
SQ: Darkvision 60', Elemental Traits, Swarm Traits, Immune to weapon damage, Shatter Vulnerability, Scouting
Saves: Fort: +9, Ref: +6, Will: +2
Abilities: str: 1, dex: 20, con: 19, int 3, wis: 11, cha: 10
Skills: Spot +9, Listen +9
Feats: Improved Initiative, Alertness, Hover
Environment: Elemental Plane of Earth
Organization: Solitary, Heap (4-7 swarms), Mound (8-12 swarms)
CR: 4
Treasure: None
Alignment: Usually Neutral
Advancement: None
LA: --
The small floating stone, ordinary in most other respects, circles around you in a friendly fashion.
The pile of stone rubble rises into the air swirling about like a cyclone buffeting you with thousands of pellets.
Pebble swarms are actually partial remains of true earth elementals. Owing to their non-dual nature, when an elemental decides it has lived long enough it typically merges back with its element permenantly. However, when an elemental is compacted over an exceptionally long period of time it can only degrade and lose its cohesion. When this happens to an earth elemental the remaining stones of its body still retain a limited intelligence and power. Working together these stones have a far greater defense than individually.
Scouting: Pebble Swarms send out single stones scouts to explore their territory. When a potential threat is found, a scouting stone normally lures that threat back to the main group by piquing curiousity. Appearing as a simple pile of stones even intelligent creatures are often unaware of the Pebble Swarm's threat until they are above the mass of it. The swarm strikes raising into the air and swarming their opponent. By moving along with its foe and using its distraction ability, a pebble swarm can kill small threats or annoy larger ones until they move out of the swarm's territory.
On some occasions a scouting stone will stay with a new found creature bonding with it like a normal swarm.
Swarm Attack: Automatic damage is dealt to any creature whose space the swarm occupies at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. The swarm attack is nonmagical and cannot be used in attacks of opportunity. Creatures caught within the swarm are distracted as below.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Vulnerability to Shatter: The shatter cast as either an area effect or targeted on the swarm itself deals damage as if the pebble swarm were a crystalline creature.
Racial Skill Bonuses: +4 to Listen and Spot.
Elemental Traits: An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects, paralysis, and stunning.
—Not subject to critical hits or flanking.
—Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
—Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
—Elementals do not eat, sleep, or breathe.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage
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