DRUID ASSAULT TROOPS
Flame-Spawned Tendriculos CR 8
Always Neutral Huge Fire Elemental
Init 0 dex)
AC 19 FF 19 Touch 8
(-2 size, 54)
Fort 9 (9 (4 (9) Dex 11(6) Int 3(-4) Wis 8(-1) Cha 3(-4)
Total Feats: 4
Skill Points: 12
Skills: Hide 4 HD, 50%) damage as normal from cold, regardless of whether the saving throw is allowed, or if the save is a success or failure.
Fungal(Ex): Reflex save DC 20(4 HD, +0 Racial, +6 Con, +0 Feat)
Anyone within 5 feet of a creature with fungal aura must succeed on a Fortitude save or take fungal damage each round from the intense heat. The amount of damage equals the fungal damage dealt by the creature’s natural attack.
Size/Type: Diminutive Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: 4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Temperate deserts
Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
Challenge Rating: 2
Alignment: Always neutral
Level Adjustment: —
A bat swarm is nocturnal, and is never found aboveground in daylight.
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).
A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.