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From Pathfinder Society Scenario #1-04: Bandits of Immenwood, which isn't enabled.

Squirrel Swarm (1-04)

CREATURE 1

Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.


Perception +5; low-light vision
Skills Acrobatics +8, Athletics +4 (+6 to Climb)
Str -3, Dex +3, Con +1, Int -4, Wis +1, Cha -2

AC 14; Fort +2, Ref +7, Will +4
HP 12; Immunities precision, swarm mind; Weaknesses area damage 3, splash damage 3; Resistances physical 6

Speed 30 feet, climb 20 feet
Swarming Claws and Teeth

Each enemy in the swarm's space takes 1d4 piercing damage and must attempt a DC 17 Reflex save.

A creature affected by this attack can spend 2 actions on it's turn to attempt another DC 17 Reflex to remove the clumsy condition.


Critical Success The creature is unaffected.

Success The creature takes half damage

Failure The creature takes full damage and is Clumsy 2.

Critical Failure The creature takes double damage, is clumsy 2, and falls Prone.

Pathfinder Society Scenario #1-04: Bandits of ImmenwoodOGL