Creatures in "Archon Swarm" Category
System: Pathfinder | SRD
Creatures in "Archon Swarm" Category
CR Mote Archon Swarm 15
XP 51200
Init +13
;
Senses darkvision 60 ft., low-light vision; Perception +24
Defense
AC 28, touch 28, flat-footed 18 (+9 Dex, +1 dodge, +8 size); +2 deflection vs. evil
hp 189 (18d10+90)
Fort +18,
Ref +15,
Will +16; +4 vs. poison, +2 resistance vs. evil
Immune disease, electricity, petrification, weapon damage
Resist fire 20
SR 26
Offense
Speed fly 30 ft. (perfect)
Melee swarm (5d6 plus distraction)
Space 10 ft.,
;
Reach 0 ft.
Special Attacks distraction (DC 24), heat (3d6 fire), vibrating combustion
Spell-Like Abilities (CL 18th; concentration +22)
Aura aura of menace (DC 23), magic circle against evil
CMB —
CMD —
Statistics
Str 1,,
Dex 28,,
Con 20,,
Int 12,,
Wis 17,,
Cha 19
Base Atk +18
Feats Ability Focus (vibrating combustion) , Combat Casting , Dodge , Great Fortitude , Improved Initiative , Improved Iron Will , Iron Will , Mobility , Skill Focus (Heal)
Skills Acrobatics +21, Diplomacy +16, Fly +46, Heal +30, Intimidate +25, Perception +24, Stealth +46, Survival +21
Languages Celestial, Common, Infernal; truespeech
SQ controlled swarm, superlative healer
Special Abilities
Controlled Swarm (Ex) A mote archon swarm can choose not to deal swarm damage to any creature sharing its space and can choose not to impede the spellcasting or concentration of a creature sharing its space.
Superlative Healer (Su) A mote archon swarm can use the Heal skill to provide first aid, treat a wound, or treat poison as a swift action; to treat a disease as a move action; and to treat a deadly wound as a full-round action. Creatures to be treated must share the mote archon swarm’s space, but the mote archon swarm can treat any number of creatures within its space with the same action. A mote archon swarm does not require a healer’s kit to treat deadly wounds.
Vibrating Combustion (Ex) As a swift action, a mote archon swarm can vibrate rapidly for 1 round, heating the air and dealing 3d6 points of fire damage (Reflex DC 26 half) in addition to swarm damage at the end of its turn. Creatures that begin their turns in the swarm’s area risk catching on fire (see page 444 of the Pathfinder RPG Core Rulebook ). A creature that succeeds at its save against this ability is immune to catching on fire at the start of its next turn. A burning creature can’t attempt to extinguish itself as long as it is in the mote archon swarm’s space. The save DC is Constitution-based.