Granule Construct Swarm
Construct: A construct is an animated object or artificially created creature.
They have low-light vision.
They have darkvision.
They have immunity to all mind-affecting effects (charms,
compulsions, morale effects, patterns, and phantasms).
They have immunity to bleed, disease, death effects,
necromancy effects, paralysis, poison, sleep effects, and stunning.
They cannot heal damage on their own, but often can be
repaired via exposure to a certain kind of effect or through the use of the
Craft Construct feat. Constructs can also be healed through spells such as make
whole. A construct may have the fast healing special quality.
They are not subject to ability damage, ability drain,
fatigue, exhaustion, energy drain, or nonlethal damage.
They have immunity to any effect that requires a Fortitude
save (unless the effect also works on objects, or is harmless).
A construct cannot be raised or resurrected.
Constructs do not breathe, eat, or sleep.
Swarm: A swarm is a collection of Fine, Diminutive, or Tiny
creatures that acts as a single creature. A single swarm occupies a square (if
it is made up of nonflying creatures) or a cube (of flying creatures) of Large
size, but it has no reach, like its component creatures. In order to attack, it
moves into an opponent’s space, which provokes an attack of opportunity. It can
occupy the same space as a creature of any size, since it crawls all over its
prey. A swarm can move through squares occupied by enemies and vice versa
without impediment, although the swarm provokes an attack of opportunity if it
does so. A swarm can move through cracks or holes large enough for its
component creatures.
A swarm of Tiny creatures consists of 300 nonflying
creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists
of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine
creatures consists of 10,000 creatures, whether they are flying or not. Swarms
of nonflying creatures include many more creatures than could normally fit in a
Large square based on their normal space, because creatures in a swarm are
packed tightly together and generally crawl over each other and their prey when
moving or attacking. There are larger swarms. The area occupied by a large
swarm is completely shapeable, though the swarm usually remains in contiguous
squares.
A swarm has no clear front or back and no discernable
anatomy, so it is not subject to critical hits or flanking. A swarm made up of
Tiny creatures takes half damage from slashing and piercing weapons. A swarm
composed of Fine or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or less causes it to break up, though damage
taken until that point does not degrade its ability to attack or resist attack.
Swarms are never staggered or reduced to a dying state by damage. Also, they
cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a
specific number of creatures (including single-target spells such as disintegrate), with the exception of
mind-affecting effects (charms, compulsions, morale effects, patterns, and
phantasms) if the swarm is intelligent and has a hive mind. A swarm takes half
again as much damage from spells or effects that affect an area, such as splash
weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are
susceptible to high winds, such as those created by a gust of wind spell. Wind affects a swarm as a creature of the same
size as its constituent creatures. A swarm rendered unconscious by means of
nonlethal damage becomes disorganized and dispersed, and does not reform until
its hit points exceed its nonlethal damage.
Swarms don’t make standard melee attacks. Instead, they deal
automatic damage to any creature whose space they occupy at the end of their
move, with no attack roll needed. Swarm attacks are not subject to a miss chance
for concealment or cover.
A swarm’s attacks are usually nonmagical. Damage reduction
sufficient to reduce a swarm attack’s damage to 0, being incorporeal, or other
special abilities usually give a creature immunity (or at least resistance) to
damage from a swarm. Some swarms also have acid, blood drain, poison, or other
special attacks in addition to normal damage.
Swarms do not threaten creatures, and do not make attacks of
opportunity with their swarm attack. However, they distract foes whose squares
they occupy.
A swarm can nauseate the creatures that it damages. Any living creature that takes damage from a swarm may be nauseated. Spellcasting or concentrating on spells within the area of a swarm may be difficult. Using skills that involve patience and concentration may be equally difficult.
Granule construct swarms are the product of powerful artificers
pushing the boundaries of their craft. Alone, each individual is a barely
sentient construct so tiny as to be practically invisible, a speck of dust that
moves under its own power. Brought together by the thousands into a swarm, however,
the complex linking of simple systems creates an emergent consciousness of
humanlike intelligence, although alien enough to make communication nearly impossible.
Granule construct swarms exist solely to infest larger living organisms and
reproduce in the relative safety and comfort provided by their bodies. Capable of
repairing and replicating out of the raw elements around them, granule
constructs within a host are almost unstoppable through physical means,
burrowing their way into flesh and sending signals through the bloodstream.
Once safely ensconced, granule construct swarms modify their hosts to maximize
survival potential, a trait that leads certain people to intentionally
cultivate granule construct swarms inside themselves, despite the resulting
deformities. Energy damage to a host damages the granule construct swarm
equally, but normal weapon damage does not. Granule constructs can vacate dead
or dying creatures whenever they so choose, emerging as a standard swarm.
Any granule construct swarm with enough constituent
constructs forms a hive mind, giving it intelligence. When a granule construct
swarm loses constructs beyond a certain threshold, it becomes mindless. In
addition, a granule construct swarm shares its collective consciousness with
any granule construct hosts. As long as it remains in contact, the hosts cannot
be flanked, and if one of them is aware of an enemy, they all are.
A granule construct swarm may attempt to infest a living creature.
The targeted creature may become a granule construct host, as a portion of the
granule construct swarm invades and begins reproducing inside its body. The
transformation takes a minute, during which time the host is incapacitated as its
body warps and spasms. A remove disease or heal spell cast on a
granule construct host forces the swarm to abandon the body.
Although created in arcane laboratories,
granule construct swarms can travel anywhere safe to their host creatures.
A swarm can disperse into the air around it, expanding to
fill an area. While dispersed, the swarm deals no damage and may not use its
special abilities, but it is able to immediately hide in plain sight and takes only
the standard amount of damage from area effects. Once dispersed, it takes the swarm
a while to coalesce again, during which time it cannot attack. A granule
construct swarm can remain in its dispersed state indefinitely.
They are resistant to fire.
Up close, each microscopic granule
construct appears as a silver sphere with an all-purpose orifice at one end
that it uses to gather information, take in nutrients, and focus the
electromagnetic charges that propel it through the air. At the opposite end
emerges a single manipulator claw. In a swarm, they appear as a dense cloud,
somewhere between dust and a shadow, that constantly shifts shape and emits a
faint hum.
A granule construct swarm regains health at an exceptional
rate. Except where noted here, fast healing is just like natural healing. Fast
healing does not restore health lost from starvation, thirst, or suffocation,
nor does it allow a creature to regrow lost body parts. It does not allow lost
body parts to be reattached. Fast healing continues to function (even while
dying) until a creature dies, at which point the effects of fast healing end
immediately.
Blindsight is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. Usually, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only for a brief moment.
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