Sikari Macaque Swarm

System: Pathfinder | SRD

Sikari Macaque Swarm CR 5
Init +5 ; Senses low-light vision, scent; Listen +9, Spot +10
Defense
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 65 (10d8+20)
Fort +9, Ref +14, Will +6
Offense
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus Sikari rage)
Space 10 ft., ; Reach 0 ft.
Special Attacks distraction, Sikari rage
Statistics
Str 5,, Dex 21,, Con 15,, Int 3,, Wis 16,, Cha 5
Base Atk +7
Feats Agile, Alertness , Lightning Reflexes , Weapon Finesse
Skills Balance +15, Climb +21, Escape Artist +11, Listen +9, Spot +10
SQ diseased
Special Abilities
Diseased (Ex) Sikari macaque swarms are driven to attack as a symptom of a disease infecting their species. A remove disease , heal , or similar malady curing effect instantly halves a swarm’s hit points, causing dozens of the normally benign primates to stop their attack and wander off.
Distraction (Ex) Any living creature that begins its turn with a Sikari macaque swarm in its square must succeed on a DC 17 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Sikari Rage (Ex) When a creature is damaged by a Sikari macaque swarm, it must succeed at a DC 17 Fortitude save or be affected as if by the spells confusion and rage —a kind of blind fury known as Sikari rage. These effects last for 1d6 rounds, and the effects of multiple bites are cumulative. While the fast-acting nature of this effect is similar to a poison, it is actually a disease, and the spell remove disease immediately ends the effects. Creatures that are immune to disease are also immune to this ability. The save DC is Constitution-based.
N Tiny animal (swarm)

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