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<blockquote data-quote="demiurge1138" data-source="post: 1510528" data-attributes="member: 7451"><p>Another day, another mean high level swarm...</p><p></p><p><strong>Cuttlespider Swarm</strong></p><p><strong>Diminutive Outsider (Evil, Extraplanar, Swarm)</strong></p><p><strong>Hit Dice: </strong> 16d8+80 (152 hp)</p><p><strong>Initiative:</strong> +8</p><p><strong>Speed:</strong> 30ft (6 squares), swim 30ft</p><p><strong>Armor Class:</strong> 19 (+4 size, +4 Dex, +1 natural), touch 18, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +16/-</p><p><strong>Attack:</strong> Swarm (4d6 plus poison and entangle)</p><p><strong>Full Attack: </strong> Swarm (4d6 plus poison and entangle)</p><p><strong>Space/Reach:</strong> 10ft/0ft</p><p><strong>Special Attacks: </strong> Distraction, entangle, poison</p><p><strong>Special Qualities:</strong> Darkvision 60ft, hivemind, resistance to acid 10 and electricity 10, swarm traits</p><p><strong>Saves: </strong> Fort +15, Ref +16, Will +11 </p><p><strong>Abilities:</strong> Str 1, Dex 18, Con 20, Int 3, Wis 12, Cha 13 </p><p><strong>Skills:</strong> Hide +48, Listen +19, Move Silently +22, Spot +19, Swim +7</p><p><strong>Feats: </strong> Ability Focus (entangle, poison), Dodge, Improved Initiative, Lightning Reflexes, Track</p><p><strong>Environment:</strong> Far Realm</p><p><strong>Organization: </strong> Solitary, horde (3-6) or madness (11-20)</p><p><strong>Challenge Rating: </strong> 14</p><p><strong>Treasure: </strong> None</p><p><strong>Alignment:</strong> Usually neutral evil</p><p><strong>Advancement</strong>: -</p><p></p><p><em>These nightmarish little creatures surging towards you appear to tiny squid standing on their tentacles. Two long necks emerge from this swarm of legs, each of them capped by a pair of dripping, serrated mandibles. Each one of the creatures is a different eldritch color, and their colors shift constantly.</em></p><p></p><p>Cuttlespiders are tiny predators that roam the Far Realm looking for prey.</p><p></p><p>Each cuttlespider stands an inch or two tall and is merely a pest alone, in a horde they are deadly, as they slow down prey using their own mass. Cuttlespiders are animalistic predators, but they possess a shred of group intelligence.</p><p></p><p><strong>Combat</strong></p><p>Cuttlespiders prefer to attack from ambush, and then overwhelm prey with their own bodies. As their victims are bogged down by the mass of creatures, they are bitten and injected with a mind-altering venom, until they drop into a coma and are consumed.</p><p></p><p><strong>Distraction (Ex): </strong> Any living creature that begins its turn with a cuttlespider swarm in its space must make a Fortitude save (DC 23) or be nauseated for one round. Any creature trying to cast a spell with a cuttlespider swarm in its square must make a Concentration check (DC 20+ spell level) or lose the spell. The save is Constitution based.</p><p></p><p><strong>Entangle (Ex): </strong> Cuttlespiders ooze a thick slime from their tentacles, and spread it on any creatures they attack. Any creature with a cuttlespider swarm in its space must make a Reflex save (DC 24) or be entangled, taking a –2 penalty to attack rolls and a –4 to effective Dexterity. An entangled creature moves at half speed and cannot run or charge. A creature entangled remains so for as long as they remain inside the swarm and for 1d10 rounds thereafter. The save is Dexterity based.</p><p></p><p><strong>Poison (Ex): </strong> The bite of the cuttlespider injects a potent hallucinogen, overwhelming those affected with bizarre visions and a loss of coordination. Swarm, DC 25, 1d4 Dex plus 1d4 Wis/1d4 Dex plus 1d4 Wis. The save DC is Constitution based.</p><p></p><p><strong>Swarm Traits:</strong> Not subject to flanking, sneak attacks or critical hits. They are never staggered, disabled or dying, and cannot be tripped, grappled or bull-rushed. They take half again (+50%) as much damage from any effect that effects an area. Cuttlespiders are immune to all weapon damage, but are susceptible to high winds.</p><p></p><p><strong>Skills: </strong> A cuttlesquid swarm gains a +8 on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>Due to their color-changing abilities, a cuttlesquid swarm gains a +10 racial bonus on all Hide checks.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1510528, member: 7451"] Another day, another mean high level swarm... [B]Cuttlespider Swarm Diminutive Outsider (Evil, Extraplanar, Swarm)[/B] [B]Hit Dice: [/B] 16d8+80 (152 hp) [B]Initiative:[/B] +8 [B]Speed:[/B] 30ft (6 squares), swim 30ft [B]Armor Class:[/B] 19 (+4 size, +4 Dex, +1 natural), touch 18, flat-footed 15 [B]Base Attack/Grapple:[/B] +16/- [B]Attack:[/B] Swarm (4d6 plus poison and entangle) [B]Full Attack: [/B] Swarm (4d6 plus poison and entangle) [B]Space/Reach:[/B] 10ft/0ft [B]Special Attacks: [/B] Distraction, entangle, poison [B]Special Qualities:[/B] Darkvision 60ft, hivemind, resistance to acid 10 and electricity 10, swarm traits [B]Saves: [/B] Fort +15, Ref +16, Will +11 [B]Abilities:[/B] Str 1, Dex 18, Con 20, Int 3, Wis 12, Cha 13 [B]Skills:[/B] Hide +48, Listen +19, Move Silently +22, Spot +19, Swim +7 [B]Feats: [/B] Ability Focus (entangle, poison), Dodge, Improved Initiative, Lightning Reflexes, Track [B]Environment:[/B] Far Realm [B]Organization: [/B] Solitary, horde (3-6) or madness (11-20) [B]Challenge Rating: [/B] 14 [B]Treasure: [/B] None [B]Alignment:[/B] Usually neutral evil [B]Advancement[/B]: - [I]These nightmarish little creatures surging towards you appear to tiny squid standing on their tentacles. Two long necks emerge from this swarm of legs, each of them capped by a pair of dripping, serrated mandibles. Each one of the creatures is a different eldritch color, and their colors shift constantly.[/I] Cuttlespiders are tiny predators that roam the Far Realm looking for prey. Each cuttlespider stands an inch or two tall and is merely a pest alone, in a horde they are deadly, as they slow down prey using their own mass. Cuttlespiders are animalistic predators, but they possess a shred of group intelligence. [B]Combat[/B] Cuttlespiders prefer to attack from ambush, and then overwhelm prey with their own bodies. As their victims are bogged down by the mass of creatures, they are bitten and injected with a mind-altering venom, until they drop into a coma and are consumed. [B]Distraction (Ex): [/B] Any living creature that begins its turn with a cuttlespider swarm in its space must make a Fortitude save (DC 23) or be nauseated for one round. Any creature trying to cast a spell with a cuttlespider swarm in its square must make a Concentration check (DC 20+ spell level) or lose the spell. The save is Constitution based. [B]Entangle (Ex): [/B] Cuttlespiders ooze a thick slime from their tentacles, and spread it on any creatures they attack. Any creature with a cuttlespider swarm in its space must make a Reflex save (DC 24) or be entangled, taking a –2 penalty to attack rolls and a –4 to effective Dexterity. An entangled creature moves at half speed and cannot run or charge. A creature entangled remains so for as long as they remain inside the swarm and for 1d10 rounds thereafter. The save is Dexterity based. [B]Poison (Ex): [/B] The bite of the cuttlespider injects a potent hallucinogen, overwhelming those affected with bizarre visions and a loss of coordination. Swarm, DC 25, 1d4 Dex plus 1d4 Wis/1d4 Dex plus 1d4 Wis. The save DC is Constitution based. [B]Swarm Traits:[/B] Not subject to flanking, sneak attacks or critical hits. They are never staggered, disabled or dying, and cannot be tripped, grappled or bull-rushed. They take half again (+50%) as much damage from any effect that effects an area. Cuttlespiders are immune to all weapon damage, but are susceptible to high winds. [B]Skills: [/B] A cuttlesquid swarm gains a +8 on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Due to their color-changing abilities, a cuttlesquid swarm gains a +10 racial bonus on all Hide checks. Demiurge out. [/QUOTE]
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