Wild:Custom/SequidSwarm
From Drinking and Dragons
Revision as of 21:31, 17 June 2010 by >T3knomanser
Sequid Swarm
Size/Type: |
Tiny Animal (Swarm)
|
Hit Dice: |
1d8
|
Initiative: |
+2
|
Speed: |
15ft
|
AC: |
+2 size
|
BAB/Grp: |
+1/-
|
Attack: |
Swarm (1d6 plus possession), Slam (1d6)
|
Full Attack: |
Swarm (1d6 plus possession) and Slam (1d6)
|
Space/Reach: |
10/0
|
SA: |
* Posession
- A sequid swarm is relatively week without a mind-controlled host. Sequids may posses any living, intelligent creature that is not a shapeshifter. After successfully dealing damage with a swarm (must beat DR), the target is stunned for one round. On its next turn, the sequid swarm may choose to possess the target.
- If the target fails a DC14 saving throw, it is possessed. While possessed, a creature loses any class abilities, but keeps any racial abilities. It is under the complete control of the swarm.
- After possessing a host, a sequid swarm gains two HD (good BAB, good reflex, poor will). A swarm that possesses a host may also reproduce. The swarm gains the intelligence and skills of its host. A swarm may possess any number of hosts, but only gains this benefit once. The "primary" host (for skills and intelligence) is always the host with the most HD.
- A sequid swarm with a host may reproduce. Every minute, the space of the swarm increases by 5ft. and it gains 1HD (good BAB, good reflex, poor will).
|
SQ: |
half damage from slashing and piercing, low-light vision, swarm traits
|
Saves: |
f/r/w:+4/5/1
|
Abilities: |
Str 2, Dex 13, Con 10, Int 1, Wis 14, Cha 1
|
Skills: |
Hide +14, Move Silently +6, Listen +8, spot +9
|
Skill bonuses: |
+4 hide and move silently
|
Feats: |
Alertness, Weapon Finesse
|
LA: |
-
|
CR: |
4
|