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Foul Flock
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<blockquote data-quote="Phineas Crow" data-source="post: 1492976" data-attributes="member: 15347"><p><strong>Foul Flock</strong></p><p><strong>Tiny Undead (Swarm)</strong></p><p></p><p><strong>Hit Dice</strong>: 6d12 (39hp)</p><p><strong>Initiative</strong>: +3</p><p><strong>Speed</strong>: 10 ft. (2 squares), fly 50 ft. (average)</p><p><strong>Armor Class</strong>: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14</p><p><strong>Base Attack/Grapple</strong>: +3/--</p><p><strong>Attack</strong>: Swarm (2d6)</p><p><strong>Full Attack</strong>: Swarm (2d6)</p><p><strong>Space/Reach</strong>: 10 ft./0 ft.</p><p><strong>Special Attacks</strong>: Discordant caw, distraction, miasma of decay</p><p><strong>Special Qualities</strong>: Darkvision 60 ft., swarm traits, undead traits</p><p><strong>Saves</strong>: Fort +4, Ref +5, Will +8</p><p><strong>Abilities</strong>: Str 10, Dex 17, Con --, Int 4, Wis 16, Cha 16 </p><p><strong>Skills</strong>: Disguise +12, Spot +6</p><p><strong>Feats</strong>: Ability Focus (discordant caw), Great Fortitude</p><p><strong>Environment</strong>: Temperate hills and plains</p><p><strong>Organization</strong>: Solitary, flight (2–5 swarms), or wake (6–11 swarms)</p><p><strong>Challenge Rating</strong>: 6</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always Lawful Evil</p><p><strong>Advancement</strong>: None</p><p><strong>Level Adjustment</strong>: --</p><p></p><p>To the casual eye the foul flock appears to be just a large gathering of crows, but a closer look reveals that the crows are nothing more than the decaying bones and rotting feathers of long dead birds.</p><p></p><p>Drawn to death, foul flocks are attracted to sites related to death such as battlefields, cemeteries, and hospices. Perched in trees, on walls, or in the air they silently watch death unfold whether it is a bloody conflict, a somber funeral, or a quiet death in a bed. </p><p></p><p><strong>Combat</strong></p><p></p><p>Foul flocks rely on their disguise skill to act as a normal flock of crows until their target gets within range and then it unleashes its discordant caw before attacking.</p><p></p><p><strong>Distraction (Ex)</strong>: 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 13) negates the effect. The save is constitution-based. 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.</p><p></p><p><strong>Miasma of Decay (Su)</strong>: The air around a foul flock swarm is permeated by the overwhelming sensation of decay. Any living creature within 10 ft. of the swarm must make a DC 16 Fortitude save or suffer 1d4 Str, 1d4 Dex, and 1d4 Con damage as their bodies unnaturally decay. A creature that successfully saves cannot be affected again by the same foul flock miasma of decay for 24 hours. The Ability damage returns at the rate of 1 point per day for each affected ability. The save is Charisma-based.</p><p></p><p><strong>Discordant Caw (Su)</strong>: Once per day a foul flock can unleash an inharmonious symphony of noisy cawing that jars the senses of all those that hear it. All creatures within a 40 ft. radius must make a DC 18 Fortitude save or suffer 4d6 points of damage and become deafened for 2d6 rounds, a successful save halves the damage to 2d6 points of damage with no loss of hearing. The save is Charisma-based.</p><p></p><p><strong>Swarm Traits</strong>: A foul flock takes half damage from slashing and piercing weapons. It is immune to critical hits, flanking, and spells that target a certain number of creatures (such as disintegrate). The swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenade like weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed.</p><p>The swarm deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover.</p><p></p><p><strong>Skills</strong>: A foul flock gains a +6 racial bonus on Disguise checks.</p></blockquote><p></p>
[QUOTE="Phineas Crow, post: 1492976, member: 15347"] [b]Foul Flock[/b] [b]Tiny Undead (Swarm)[/b] [b]Hit Dice[/b]: 6d12 (39hp) [b]Initiative[/b]: +3 [b]Speed[/b]: 10 ft. (2 squares), fly 50 ft. (average) [b]Armor Class[/b]: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 [b]Base Attack/Grapple[/b]: +3/-- [b]Attack[/b]: Swarm (2d6) [b]Full Attack[/b]: Swarm (2d6) [b]Space/Reach[/b]: 10 ft./0 ft. [b]Special Attacks[/b]: Discordant caw, distraction, miasma of decay [b]Special Qualities[/b]: Darkvision 60 ft., swarm traits, undead traits [b]Saves[/b]: Fort +4, Ref +5, Will +8 [b]Abilities[/b]: Str 10, Dex 17, Con --, Int 4, Wis 16, Cha 16 [b]Skills[/b]: Disguise +12, Spot +6 [b]Feats[/b]: Ability Focus (discordant caw), Great Fortitude [b]Environment[/b]: Temperate hills and plains [b]Organization[/b]: Solitary, flight (2–5 swarms), or wake (6–11 swarms) [b]Challenge Rating[/b]: 6 [b]Treasure[/b]: None [b]Alignment[/b]: Always Lawful Evil [b]Advancement[/b]: None [b]Level Adjustment[/b]: -- To the casual eye the foul flock appears to be just a large gathering of crows, but a closer look reveals that the crows are nothing more than the decaying bones and rotting feathers of long dead birds. Drawn to death, foul flocks are attracted to sites related to death such as battlefields, cemeteries, and hospices. Perched in trees, on walls, or in the air they silently watch death unfold whether it is a bloody conflict, a somber funeral, or a quiet death in a bed. [b]Combat[/b] Foul flocks rely on their disguise skill to act as a normal flock of crows until their target gets within range and then it unleashes its discordant caw before attacking. [b]Distraction (Ex)[/b]: 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 13) negates the effect. The save is constitution-based. 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. [b]Miasma of Decay (Su)[/b]: The air around a foul flock swarm is permeated by the overwhelming sensation of decay. Any living creature within 10 ft. of the swarm must make a DC 16 Fortitude save or suffer 1d4 Str, 1d4 Dex, and 1d4 Con damage as their bodies unnaturally decay. A creature that successfully saves cannot be affected again by the same foul flock miasma of decay for 24 hours. The Ability damage returns at the rate of 1 point per day for each affected ability. The save is Charisma-based. [b]Discordant Caw (Su)[/b]: Once per day a foul flock can unleash an inharmonious symphony of noisy cawing that jars the senses of all those that hear it. All creatures within a 40 ft. radius must make a DC 18 Fortitude save or suffer 4d6 points of damage and become deafened for 2d6 rounds, a successful save halves the damage to 2d6 points of damage with no loss of hearing. The save is Charisma-based. [b]Swarm Traits[/b]: A foul flock takes half damage from slashing and piercing weapons. It is immune to critical hits, flanking, and spells that target a certain number of creatures (such as disintegrate). The swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenade like weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed. The swarm deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. [b]Skills[/b]: A foul flock gains a +6 racial bonus on Disguise checks. [/QUOTE]
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