Chatterer Swarm

System: Pathfinder | SRD

Chatterer Swarm CR 8
Init +9 ; Senses darkvision 60 ft., telepathy; Listen +9, Spot +9
Defense
AC 24, touch 23, flat-footed 19 (Dex +5, natural +1, size +8)
hp 66 (12d8+12)
Fort +9, Ref +13, Will +11
Immune electricity and poison
Resist acid 10, cold 10, fire 10
SR 16
Weaknesses spell vulnerability
Offense
Speed 40 ft.
Melee swarm (3d6)
Space 10 ft., ; Reach 0 ft.
Special Attacks chatter, distraction, flesh burrow
Statistics
Str 1,, Dex 20,, Con 13,, Int 8,, Wis 12,, Cha 14
Base Atk +12
Feats Ability Focus (chatter) , Ability Focus (distraction) , Improved Initiative , Iron Will , Track
Skills Concentration +11, Hide +29, Intimidate +12, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (religion) +6, Knowledge (the planes) +6, Listen +9, Move Silently +13, Spellcraft +9 (+11 deciphering scrolls), Spot +9, Survival +9 (+11 on other planes), Use Magic Device +12 (+14 scrolls)
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran; telepathy 100 ft.
SQ demon traits, swarm traits
Special Abilities
Chatter (Su) Once a chatterer swarm burrows into its host, the swarm telepathically babbles insane commands in a dozen different languages. Horrifically, the host is compelled to bark the commands and statements aloud. In addition, the host’s own thoughts are similarly broadcasted. As a result, the host babbles, whines, howls, and speaks in a choir of oft-contradictory voices. Each round, the voices compel the host to perform different actions, such as stick his fingers down his throat and force himself to vomit, gouge his own eyes, bite his flesh, or other semi-harmful and juvenile acts. The host can resist performing the acts with a Dc 20 Will save. A swarm that wins control of the host can also attempt to use the host’s charged magic items.
Distraction (Ex) A creature that takes swarm damage must make a Dc 19 Fortitude save or be nauseated for 1 round. The save is constitution-based.
Flesh Burrow (Ex) A chatterer swarm that deals 15 or more points of damage to a single target (either in one round or a series of consecutive rounds) successfully gnaws its way into the victim’s flesh and begins wreaking damage upon his mind and body. Each round the swam remains inside the victim’s body, it deals 1d4 point of damage and can attempt to use its chatter ability.
Spell Vulnerability (Su) Certain powerful spells can remove a chatterer swarm from its host, however they must first overcome the demon’s spell resistance (SR 16) to have any effect. A remove disease spell cast on the host deals 4d6 points of damage to the swarm but leaves the host unharmed. A dispel chaos or dispel evil spell cast on the host forces the swarm to succeed on a Will save or be immediately ejected from the host’s body and appear in the nearest open squares. A banishment , holy word , or similar spell has the normal chance to return the swarm to its home plane.
CE Fine outsider (chaotic, evil)

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