Hivemind Swarm

Hivemind Swarm

A swarm of rats groups around a barrel, every pair of red eyes staring intently at one rat in the center of the mass.

Hivemind Rat Swarm CR 8

XP 4,800
N Tiny magical beast (swarm)
Init +6; Senses darkvision 60 ft., low-light vision, scent, thoughtsense 60 ft.; Perception +16

AC 20, touch 20, flat-footed 18 (+2 Dex, +6 insight, +2 size)
hp 76 (9d10+27)
Fort +8, Ref +10, Will +4
Defensive Abilities swarm traits

Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (2d6 plus disease and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 16), psychic spellcasting
Psychic Spells Known (CL 6th; concentration +9)

3rd (4/day)—synaptic pulse (DC 16)
2nd (6/day)—paranoia (DC 15), spontaneous immolation (DC 16)
1st (7/day)—charm animal (DC 14), charm person (DC 14), mind thrust I (DC 14), unseen servant
0 (at will)—bleed (DC 13), daze (DC 13), ghost sound (DC 13), haunted fey aspect (DC 13), mage hand, open/close, telekinetic projectile (DC 13)

Str 2, Dex 15, Con 14, Int 17, Wis 13, Cha 10
Base Atk +9; CMB —; CMD —
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Toughness
Skills Acrobatics +14, Climb +14, Knowledge (arcana) +15, Perception +16, Stealth +22 (+32 when hiding the nexus), Swim +10; Racial Modifiers +10 Stealth when hiding the nexus
Languages Aklo, Common, Goblin, Halfling; telepathy 100 ft.
SQ hivemind nexus

Disease (Su)

Swarm—injury; save Fort DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Environment any
Organization solitary or infestation (2–5 swarms)
Treasure none

A hivemind swarm learns from its surroundings, which in turn shape its choices in the languages it learns and the psychic spells it develops a penchant for casting. An urban swarm may pick up Common, Dwarven, Elven, or Halfling from snippets of conversations overheard through sewer grates, whereas an underground swarm may learn Dwarven or Undercommon. A hivemind may begin to exert its psychic abilities by compelling animals or people to bring it food or protect it from larger creatures, and it slowly graduates to defending itself and actively attacking as it gains experience.

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.