The Swarm

Swarm Corrovox

CR 3

XP 800

CE Medium monstrous humanoid

Init +4; Senses darkvision 60 ft., blindsense (vibration) 30 ft.; Perception +13

Defense

HP 40

EAC 14; KAC 16

Fort +5; Ref +7; Will +4

Defensive Abilities Swarm mind; Immunities acid, fear effects

Offense

Speed 40 ft., climb 30 ft.

Melee claw +9 (1d6+5 S)

Ranged acid cannon +12 (1d4+3 A; critical corrode 1d4)

Offensive Abilities psychic assault

Statistics

Str +2; Dex +4; Con +1; Int -1; Wis +1; Cha -3

Skills Acrobatics +8, Athletics +8 (+16 when climbing), Stealth +8

Languages Shirren; telepathy 100 ft.

Ecology

Environment any

Organization solitary, pair, or pack (3–8)

Special Abilities

Acid Cannon (Ex) A corrovox has an organic acid cannon grafted onto its forearm that can fire blobs of organic acid at a range increment of 40 feet. This weapon can’t be disarmed and produces its own ammunition, so it never runs out.

Psychic Assault (Su) A corrovox can unleash a burst of harmful mental chatter at a target within 30 feet as a standard action. The target takes an amount of damage equal to 1d4 × the corrovox’s CR (3d4 damage for most corrovoxes). A successful DC 12 Will save halves this damage.

Swarm Mind (Ex) Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic elds, and telepathic communication. All Swarm creatures within 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures.) In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect.

Swarm Thresher Lord

CR 10

XP 9,600

CE Large monstrous humanoid

Init +5; Senses darkvision 60 ft., blindsense (vibration) 30 ft.; Perception +19

Defense

HP 165

EAC 23; KAC 25

Fort +14; Ref +14; Will +11

Defensive Abilities Swarm mind; Immunities acid, fear effects

Offense

Speed 30 ft., climb 20 ft., y 20 ft. (Ex, average)

Melee arm blade +23 (2d10+18 S; critical bleed 1d8)

Space 10 ft.; Reach 10 ft.

Offensive Abilities blade storm

Statistics

Str +8; Dex +5; Con +3; Int -2; Wis +1; Cha -3

Skills Acrobatics +19, Athletics +19 (+27 when climbing), Stealth +24

Languages Shirren; telepathy 100 ft.

Ecology

Environment any

Organization solitary or pair

Special Abilities

Arm Blade (Ex) A thresher lord has massive blades grafted onto its forearms, replacing its normal hands. A thresher lord can’t wield any other weapons, but neither can it be disarmed.

Blade Storm (Ex) When making a full attack entirely with melee weapons, a thresher lord takes a –3 penalty to each attack roll instead of the normal –4 penalty. In addition, a thresher lord can make up to three melee attacks instead of two attacks when making a full attack. If it does so, it takes a –5 penalty to these attacks.

Swarm Mind (Ex) Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic elds, and telepathic communication. All Swarm creatures within 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures.) In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect.

Section 15: Copyright Notice

Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt.