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From Pathfinder Adventure Path: Hellbreakers, which isn't enabled.

Sarcovalt Swarm

CREATURE 9

In most cases, it's very unlikely that one will come across a sarcovalt on their own. More likely, a swarm of Urgathoa's disgusting creations will be beset upon an unfortunate village, the creatures just clever enough to duck away from the best attempts to kill them.


There are few creatures throughout the multiverse more bizarrely revolting than the sarcovalt, a fiend with the body of a fly and the head of a fleshless vulture skull. While a creature barely 2 feet long might not seem threatening, sarcovalt swarms can overwhelm entire villages. Sarcovalts' heads almost seem to be wholly separate entities from their bodies and will vomit up whatever they capture in their beaks hours later as putrid, coagulated sludge.


Perception +19; darkvision, lifesense (imprecise) 60 feet
Languages Necril, Chthonian; telepathy 30 feet
Skills Acrobatics +20, Athletics +18, Intimidation +18, Stealth +20
Str +2, Dex +6, Con +4, Int +0, Wis +3, Cha -1
Telepathy 30 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.


AC 27; Fort +17, Ref +21, Will +16; +1 status to all saves vs. death effects
HP 155; Immunities disease, poison, precision, swarm mind, sickened; Weaknesses area damage 10, holy 10, splash damage 10; Resistances bludgeoning 5, piercing 10, slashing 10
+1 Status to All Saves vs. Death Effects
Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Aura of Blight (aura, disease)

15 feet. The sarcovalt is surrounded by a miasma of infection. An enemy that enters or ends their turn in the aura must attempt a DC 25 Fortitude save.


Success The creature is unaffected and becomes temporarily immune to the aura for 1 minute.

Failure Until the end of its next turn, the creature takes a –1 circumstance penalty to saves against disease effects.

Critical Failure Until the end of its next turn, the creature takes a –2 circumstance bonus against disease effects and is Enfeebled 2.


Speed 20 feet, climb 20 feet, fly 40 feet
Occult Innate Spells DC 27, attack +19; 4th Acid Grip; 3rd Grim Tendrils; Cantrips (5th) Daze
Droning Waste (auditory, mental)

The buzzing of the swarm's wings hit an unholy pitch, making those who hear it feel dizzy and lightheaded. Each creature within a 15-foot emanation must attempt a DC 27 Will save. On a failure, it is Stupefied 1 and takes a –1 circumstance penalty to attack rolls until the start of its next turn (Stupefied 2 on a critical failure).

Heads Will Roll

The swarm detaches its heads from its bodies and rains them down on its enemies in a 10-foot burst radius within 30 feet. Each head deals falling damage, as if falling from 20 feet up, on any creature it lands on and otherwise takes the damage itself. If a head has a creature within its reach after it falls, it attempts to bite that creature. If any of these bites are critical successes, the head can immediately attempt to Grapple the creature.

Swarming Bites

Each enemy in the swarm's space takes 4d6 piercing plus 2d4 persistent bleed damage (DC 27 basic Fortitude save).

Pathfinder Adventure Path: HellbreakersORC