Termite SwarmThe ground teems with crawling termites, biting and stinging as
they come.Termite Swarm CR 6Source Bestiary 5 pg. 242 XP 2,400 N Fine vermin (swarm) Init +2; Senses darkvision 60 ft., scent, tremorsense 60 ft.;
Perception +1DefenseAC 20, touch 20, flat-footed 18 (+2 Dex, +8 size) hp 75 (10d8+30) Fort +10, Ref +5, Will +4 Defensive Abilities swarm traits; Immune disease, mind-affecting
effects, visual effects, weapon damage; Resist acid 5 Weaknesses blindOffenseSpeed 30 ft., burrow 20 ft. Melee swarm (3d6 plus 1d6 acid) Space 1/2 ft., Reach 0 ft. Special Attacks distraction (DC 17), gnaw, lingering stingStatisticsStr 1, Dex 15, Con 16, Int —, Wis 12, Cha 7 Base Atk +7; CMB —; CMD —EcologyEnvironment warm forests, plains, or underground Organization solitary, pair, nest (3–6), or colony
(7–12) Treasure noneSpecial AbilitiesGnaw (Ex) Termite swarms can burrow through
earth and wood but not stone or metal. Their
swarm attack and acid ignore hardness of 5 or less.
Lingering Sting (Ex) Creatures damaged by a
termite swarm’s acid are sickened with pain
(Fortitude DC 17 negates). Creatures can
attempt a new save each round at the
end of their turn to end this effect. The
save DC is Constitution-based.DescriptionTermite swarms are the bane of
architects and engineers in warm
climes. They live in mounds and
nests, devouring growing plants,
decaying logs, and wooden structures
alike from the inside out, and can
quickly bring down even a solidly
constructed building. They
are nearly impossible
to eradicate, and react
with violence when their
mounds are threatened.
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