Archives of Nethys

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Plague Swarm

Source Bestiary 5 pg. 192


Sent down by vengeful deities to punish communities that have offended them, plague swarms scour crops, terrorize populations, and lay waste to civilized lands. Normal means of dealing with vermin and pestilence don’t drive them off, for these vicious and intelligent mythic swarms carry the destructive blessings of their gods, and breed at an exceptional rate until their spawn consume entire cities. They are single-minded in their devotion to carrying out the furious will of their deities.

All plague swarms have the following features.

Ecology

Environment any
Organization solitary or brood (plague swarm plus 1–100 spawn)
Treasure none

Special Abilities

Blight (Su) Plague swarms deal additional untyped damage equal to their standard swarm damage. This damage originates from divine power, similar to the spell flame strike. A plague swarm’s damage counts as magic and epic for the purposes of bypassing damage reduction.

Multiply (Ex) Plague swarms spawn at an incredible rate. Once per minute, a plague swarm can produce a new swarm of the type listed in its stat block as full-round action. When the plague swarm is not in combat, it typically uses this ability once per minute. If the plague swarm is destroyed, all of the swarms that it spawned also disperse.

Reform (Su) When a plague swarm is dispersed by damage, it is not destroyed. A dispersed plague swarm reforms in 24 hours. Each plague swarm has a unique destruction condition. In addition, because plague swarms are manifestations of divine retribution, placating the deity’s rage destroys the swarm instantly.

Creatures in Mythic "Plague Swarm" Category

NameCRMR
Bat Plague Swarm178
Locust Plague Swarm158
Rat Plague Swarm118

Plague Swarm, Bat Plague Swarm

Mythic Bat Plague Swarm CR 17/MR 8

Source Bestiary 5 pg. 193
XP 102,400
NE Diminutive magical beast (mythic, swarm)
Init +19M/–1, dual initiative; Senses blindsense 100 ft., darkvision 60 ft., low-light vision; Perception +34

Defense

AC 32, touch 24, flat-footed 24 (+7 Dex, +1 dodge, +8 natural, +2 profane, +4 size)
hp 279 (21d10+164); fast healing 10
Fort +18, Ref +21, Will +13; second save
Defensive Abilities profane protection, swarm traits, unstoppable; DR 10/epic; Immune weapon damage

Offense

Speed 5 ft., fly 40 ft. (good)
Melee swarm (5d6 plus 5d6 blight, distraction, and soul bleed)
Space 20 ft., Reach 0 ft.
Special Attacks create spawn, distraction (DC 26), mythic power (8/day, surge +1d10), soul bleed

Statistics

Str 6, Dex 25, Con 18, Int 11, Wis 18, Cha 9
Base Atk +21; CMB —; CMD
Feats Ability Focus (distraction), Ability Focus (soul bleed), DodgeM, Extra Mythic PowerM, Great Fortitude, Improved InitiativeM, Iron Will, Lightning ReflexesM, Lightning Stance, Skill Focus (Fly), Skill Focus (Perception), Wind Stance
Skills Fly +37, Perception +34, Stealth +32
Languages Common
SQ multiply (bat swarm with soul bleed [Fort DC 11])

Special Abilities

Create Spawn (Su) A humanoid creature who dies from a bat plague swarm’s soul bleed ability rises from death as a vampire in 1d4 days. This vampire is under the command of the swarm, and remains enslaved until the swarm is destroyed. The swarm can have enslaved spawn whose Hit Dice total no more than twice its own; any spawn it creates that would exceed this limit become free-willed undead.
Profane Protection (Su) A bat plague swarm gains a +2 profane bonus to its Armor Class from its divine creator.
Reform (Su) A bat plague swarm is truly destroyed only if it is dispersed in the area of a hallow spell.
Soul Bleed (Su) A creature that takes damage from a bat plague swarm begins to bleed from its body and its soul. Each round, a creature under the effects of soul bleed takes 1d4 points of Constitution bleed damage and gains 1 negative level. A creature affected by soul bleed can’t be healed by magical healing from a non-mythic source. A mythic caster can attempt a DC 24 caster level check to heal a creature under the effects of soul bleed. If the caster succeeds, the soul bleed ends. Otherwise, any creature can end a soul bleed effect with a successful DC 35 Heal check. Twenty-four hours after a creature takes negative levels from soul bleed, it must attempt a separate DC 26 Fortitude save for each negative level. If it succeeds at a save, that negative level is removed. If it fails, that negative level becomes permanent. The save DC is Constitution-based.

There is no description for this monster.