Warden Jack Swarm
System: Pathfinder | SRD
Warden Jack Swarm
CR 4
XP 1200
Init +2
;
Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +0
Defense
AC 21, touch 20, flat-footed 19 (+2 Dex, +1 natural, +8 size)
hp 27 (5d10)
Fort +1,
Ref +3,
Will +1
Immune construct traits, weapon damage, swarm traits
Offense
Speed 40 ft.
Melee swarm (1d6 plus distraction)
Space 10 ft.,
;
Reach 0 ft.
Special Attacks distraction (DC 12), topple, wounding spikes
Spell-Like Abilities (CL 5th; concentration +0)
CMB —
CMD —
Statistics
Str 4,,
Dex 14,,
Con —,,
Int —,,
Wis 11,,
Cha 1
Base Atk +5
SQ tower access
Special Abilities
Topple (Ex) Any living creature damaged by a warden jack swarm when its spikes are retracted must make a successful DC 12 Reflex save or fall prone. The save is Constitution-based.
Tower Access (Sp) This specific warden jack swarm can cast open/close as a move action on any door within area
P . Circumstances that prevent open/close from functioning normally also prevent this ability from working. This ability is as much a feature of the building as it is the swarm; therefore, it does not function on containers or in any other building besides the tower.
Wounding Spikes (Ex) Any living creature hit by a warden jack swarm when its spikes are extended also takes 1 point of bleed damage.