Rabid Squirrel Swarm

Level 1
Creature· animalLargeLegacy
AC
14
HP
12
Speed
30 ft.
Perception
+5
Fort
+2
Ref
+7
Will
+4
Immunities precision, swarm-mind
Resistances physical 6
Weaknesses area-damage 3, splash-damage 3
Senses low-light-vision
Skills acrobatics +8, athletics +4
Other Speeds climb 20 ft.
Recall Knowledge DC 15 (nature)

Abilities

Rabies

Saving Throw DC 14 fortitude

Stage 1 Sickened 1 and Stupefied 1 (1 day)

Stage 2 Sickened 2 and Stupefied 2 (1 day)

Stage 3 Confused (1 day)

Stage 4 Unconscious(1 day)

Stage 5 dead

Swarming Claws and Teeth◆◆

Each enemy in the swarm's space takes 1d4 piercing damage and must attempt a DC 17 reflex save.

A creature affected by this attack can spend 2 actions on its turn to attempt another DC 17 reflex to remove the clumsy condition.


Critical Success The creature is unaffected.

Success The creature takes half damage

Failure The creature takes full damage, is Clumsy 2, and is exposed to rabies.

Critical Failure The creature takes double damage, is clumsy 2, falls Prone, and is exposed to

Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.