Blood Algae Swarm

System: Pathfinder | SRD

Blood Algae Swarm CR 8
XP 4800
Init +3 ; Senses low-light vision; Perception +10
Defense
AC 21, touch 17, flat-footed 18 (+3 Dex, +4 natural, +4 size)
hp 97 (13d8+39)
Fort +11, Ref +7, Will +4
Immune weapon damage, plant traits
Offense
Speed swim 20 ft.
Melee swarm (3d6 plus distraction)
Space 10 ft., ; Reach 0 ft.
Special Attacks algal bloom, cling (DC 18), distraction (DC 18)
CMB — CMD —
Statistics
Str 3,, Dex 16,, Con 16,, Int —,, Wis 11,, Cha 5
Base Atk +9
Skills Swim +11
Special Abilities
Algal Bloom (Ex) Once every 2d4 rounds as a standard action while underwater, a blood algae swarm can release a cloud of red pigment in a 10-foot radius centered on the swarm. In this area, the water turns blood red and becomes opaque, blocking vision as obscuring mist. The pigment persists for 3 rounds before dispersing. The pigment colors the skin and clothes of any creature within the area a blood-red color for 1d4 hours, at which time the pigment fades. Scrubbing for several minutes with strong alcohol also removes the pigment.
Cling (Ex) If a creature leaves a blood algae swarm’s square, several of the squirming creatures continue to cling to the victim. A creature with blood algae clinging to it takes 2d6 points of damage at the end of its turn each round. The creature can remove the algae with a successful DC 18 Reflex save as a full-round action. Any amount of damage from an area effect destroys all clinging algae, and the clinging algae also drop off automatically if the victim leaves the water or moves more than 30 feet from the blood algae swarm. The save DC is Dexterity-based.

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