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Golem, Swarm
Swarm Golem attacks are nonmagical. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from the swarm.
Combat Reflexes (Ex): The Swarm Golem does not make attacks of opportunity with it's swarm attack unless it has already combined to greater than medium size. Damage dealt is the Swarm Attack size bonus below.
Amorphous Size (Ex): For every additional 5hd, the swarm can change it's size and shape. 1 swarm is always medium. An additional swarm of the same size allows the combined swarm to increase one size category. The movement of the combining flocks must collide for growth to take effect. For example, 2 medium flocks can combine to a single large flock. 6 medium flocks could combine to 1 huge flock and 1 large flock, or 3 large flocks.
Upon combining, the Swarm Golem speed is reduced by 15' round (minimum of 30') and it's AC is reduced by 2 (max -8)
Improved Overrun: The Swarm Golem can attempt to Overrun knocking the target prone. The swarm is +4 to the strength check for each additional size above medium.
Swarm Attack: The Swarm Golem deals automatic damage to any creature whose space they occupy during movement or at the end of theturn, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. The amount of damage the swarm deals is based on its Hit Dice, as shown below.
The swarm attack will deal minimum damage of 2d6 for a medium swarm. Larger swarms are allowed bonus damage per size category of the merged swarm.
Large 2d6
Huge 6d6
Gargantuan 10d6
Collossal 14d6
Distraction (Ex): Any living creature vulnerable to the swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round (can only move or take free actions); a Fortitude save (DC 10 + number of HD of the attacking swarm) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Immunity to Magic (Ex): The flock is immune to any spell or spell like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below
The following spells can force dispersion of a flock for 1 round plus a secondary effect:
Move Earth: 3d8 damage
Earthquake: 5d8 damage
Dispersing the swarm means breaking a larger flock down to 2 of the next smaller flock size. The flock does this without save. At the smaller size, failing a fortitude save (Base caster DC) will disperse the smaller flock 1 further size reduction. If the reduction would reduce the flock to smaller than medium, then the flock is dispersed completely for 1 round and unable to attack.
Breath Weapon (Su): Using a breath weapon is a standard action. Once any portion of a flock breathes, none of it can breathe again until 1d4 rounds later. It allows a reflex save for 1/2.
Large 4d6, 15' cone
Huge 8d6, 30' cone.
Gargantuan 12d6, 60' cone.
Collossal 16d6, 60' cone.
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