The Swarm | Aliens | SFRPG SRD | Glasstop Games

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.

This page contains Open Game Content used under the Open Game License (OGL).