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Watermote Swarm
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Size/Type:
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Fine Swarm
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Hit Dice:
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5d12 (35 hp)
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Initiative:
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+1
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Speed:
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Swim 20ft ( 4 Squares)
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Armor Class:
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19 ( +8 Size, +1 Dex), touch 19, flat-footed 18
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Base Attack/Grapple:
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+3/6
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Attack:
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1d6 Swarm
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Full Attack:
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1d6 Swarm
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Space/Reach:
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10ft/0ft
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Special Attacks:
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Distraction, Create Water
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Special Qualities:
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Blind Sense 30 ft, immune to weapon damage, swarm traits
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Saves:
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Fort +2, Ref +3, Will +6
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Abilities:
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Str 4, Dex 13, Con —, Int —, Wis 10, Cha 1
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Skills:
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—
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Feats:
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—
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Environment:
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Any
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Organization:
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Solitary, cloud (2–4 swarms), or infestation (7–12 swarms)
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Challenge Rating:
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4
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Treasure:
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None
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Alignment:
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Always true neutral
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Advancement:
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None
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Level Adjustment:
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—
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More information...
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“
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You swim into a dark patch of sticky water, it feels much denser than the surrounding water. Slowly, it starts dragging you down, as if the water itself is trying to drown you.
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”
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Combat
Distraction (Ex): Any living creature that begins its turn
with a Watermote swarm in its space must succeed on a DC
15 Fortitude save or be nauseated for 1 round. The save DC is
Constitution-based.
Create Water
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
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