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<blockquote data-quote="Ahnehnois" data-source="post: 5758769" data-attributes="member: 17106"><p>It's a tiny swarm so it takes damage from slashing and piercing weapons. The damage is halved, subjected to DR 1/-, not subject to crits, and is healed at the rate of 1/round, but the swarm itself only does 5d6 damage (entirely subject to any DR you might be able to come up with and far less than an 11th level cleric can heal in a round) and is not going to use any real tactics because it has 3 Int.</p><p></p><p>The fortitude save for distraction is makeable for a good fort character of this level, and your fighters are getting 2-3 attacks per round before haste, TWF, or anything else. Remember that elemental damage dice on weapons are highly effective against swarms and not subject to SR.</p><p></p><p>I'd say a couple good fighters with casters healing/enhancing them could take it. I suspect that a fighter of this level, even after all those drawbacks, could deal more than the average of 5d6 damage in a round and that a whole party with a healer would have an effective reserve of much greater than 170 hp. Make sure to stay far enough apart that it can't hit multiple characters at once!</p><p></p><p>It is a CR 12, and a tough one, so I wouldn't expect an easy victory. This is definitely a really tough fight.</p><p></p><p>If your party is mage-heavy or just not up to the task, you're plenty high enough in level to be able to teleport, fly, or othewise escape from it.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5758769, member: 17106"] It's a tiny swarm so it takes damage from slashing and piercing weapons. The damage is halved, subjected to DR 1/-, not subject to crits, and is healed at the rate of 1/round, but the swarm itself only does 5d6 damage (entirely subject to any DR you might be able to come up with and far less than an 11th level cleric can heal in a round) and is not going to use any real tactics because it has 3 Int. The fortitude save for distraction is makeable for a good fort character of this level, and your fighters are getting 2-3 attacks per round before haste, TWF, or anything else. Remember that elemental damage dice on weapons are highly effective against swarms and not subject to SR. I'd say a couple good fighters with casters healing/enhancing them could take it. I suspect that a fighter of this level, even after all those drawbacks, could deal more than the average of 5d6 damage in a round and that a whole party with a healer would have an effective reserve of much greater than 170 hp. Make sure to stay far enough apart that it can't hit multiple characters at once! It is a CR 12, and a tough one, so I wouldn't expect an easy victory. This is definitely a really tough fight. If your party is mage-heavy or just not up to the task, you're plenty high enough in level to be able to teleport, fly, or othewise escape from it. [/QUOTE]
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