Fevered Dreams

Fevercramp flies

A young boy murmers incoherently, rolling back and forth on his cot in the throes of a fever. A dark, roiling cloud starts to rise over the cot, forming from his sweaty forehead. Within this cloud fly thousands of miniscule creatures...

Fine Vermin (dreamborn, swarm)
Hit Dice: 3d8+9
Initiative: +4
Speed: Fly 20 ft. (good)
AC: 18 (+4 dex, +4 size), 20% miss chance
BAB/Grapple: +2/-
Space/Reach: 10 ft./0 ft.
Attack: Swarm (1d8 non-lethal plus disease)
Full attack: Swarm (1d8 non-lethal plus disease)
Special Attacks: Disease, Fever Aura Festering
Special Qualities: Darkvision 60 ft., Dreamborn, Illness Imbodiment, Immune to Weapon Damage, Vermin Traits
Saves: Fort +6, Ref +5, Will -1
Abilities: Str 0, Dex 19, Con 17, Int -, Wis 6, Cha 1
Skills: -
Feats: Weapon Finesse(B)
Environment: Any non-aquatic
Organization: Swarm
CR: 3-4
Alignment: Always neutral
Treasure: None
Advancement: --
Level Adjustment: --

Fevercramp swarms are always within a large, dark cloud smelling strongly of sweat and sickness. What flies within is difficult to make out, but on close examination appears to be thousands of creatures vaguely resembling biting gnats.
Fevercramp flies are called into existence by the incoherent, disconnected dreams of those in the throes of horrible illness.

Combat:
Fevercramp swarms seek out those nearest to them to infect as many as possible.
The swarm deals 1d8 non-lethal damage and causes nausae to any creature whoes space it occupies at the end of its move.

Disease (Ex): Fevercramp - swarm attack, Fortitude DC 16, incubation period 1d8 days.
Those whom contract fevercramp from the bites of the swarm are wracked with such intense cramps and fever that they take 1d6 non-lethal damage every day and are sickened and exhausted for the duration of the disease. A fevercramp victim must drink at least four gallons of water a day or take an additional 1d6 non-lethal damage from dehydration. Once the infected fall unconscious from the ravages of the disease they begin to take lethal damage and roll and loll about, suffering horrible, confusing dreams. Another fevercramp swarm is then brought into existence to plague the world.

Dreamborn:
Dreamborn creatures appear hazy and out of focus, such that all melee and ranged attacks against a Dreamborn creature are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.

Fever Aura (Ps):
All those within 10 feet of a fevercramp swarm must make a DC 14 will save or be Dazed for as long as they remain within the proximity. This is a mind-affecting effect. Every two rounds a new roll can be made to resist the dazing. If a successful save is made the subject becomes immune to the fever aura for 24 hours.

Festering (Ex):
Unless a DC 12 fortitude check is made, every round that damage is delivered by a swarm's bites open into agonizing lesions that deal an additional 1d4 lethal damage to the victim. These festering sores are so agonizing that the victim is nauseated for 2 rounds even if removed from the swarm area.

Illness Imbodiment:

Fevercramp swarms are instantly killed by any spells or abilities that completely cure disease, such as Heal. If the focus of a Contagion spell the fevercramp swarm takes an ability increase instead of a decrease (except mindfire, which does not affect the swarm either way).
 
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