All Vermin have an Intelligence score of zero, and are immune to mind-influencing affects, such as Mind Control or Telepathy.

 

Design notes and explanations of unusual creature Feats here.

 

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Bat Swarm: Diminutive Animal (Huge Swarm); Init +2; Defense 16 (+4 size, +2 Dex); Spd 5 ft, fly 40 ft. (good); Atk +4 melee (+1L dmg, bites); SV Dmg +0, Fort +1, Ref +5, Will +2; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4.

Skills: Listen +11, Spot +11, Escape Artist +11.

Feats: Alertness, Blind-fight, Lightning Reflexes, All-Around Sight, Blindsight (sonar), Immunity (Critical Hits), See Invisibility, Ultra-Hearing, Unusual Size x2 (individual bats are Diminutive, but swarm takes up a 10 ft. square area (or any 4 contiguous 5 ft. squares) and is collectively treated as Huge), Power Immunity (a Bat Swarm is immune to it’s own Obscuring properties).

Powers: Flight +8 (Extra: Increased Maneuverability x2 (good), Power Stunt: Aerial Evasion (Evasion, but only when flying)),

 

Swarm Attack +1 (Effect: Natural Weapon (many small bites) +1, Extras: Unaffected by Str penalty, Area x2 (affects everything enveloped by the 10 ft. swarm), Wounding (Effect: Secondary Effect variant, victims of the attack must make an additional damage save at a cumulative +1 or suffer another attack as wounds bleed freely.  The effect ends upon a success, or with a Heal check at the same DC as a full action, or a single point of Regeneration or Healing.), Obscure (Extras: Area, Trigger (affects all enveloped, whether damaged or not), Extra Sense (hearing), Flaw: Partial Concealment only (hearing effect confers only a -4 penalty to Listen checks in the affected area)), Stun (Extras: Area x2, Trigger (affects all enveloped, whether damaged or not), Flaws: Range (touch), Reduced Duration (lasts only a single round, no additional duration)),

 

Super-Skill (Listen) +4 (Extra: Spot, Flaw: loses benefits if Blindsight (sonar) is negated), Amazing Save: Fortitude +1 (Extra: Reflex), Elasticity +1, Super-Skill (Escape Artist) +8, Protection +4 (Flaw: half effect vs energy attacks).

Weakness: Vulnerability (area attacks).

[3 HD Bat Swarm used as base.]

 

 

Centipede Swarm: Diminutive Vermin (Huge Swarm); Init +4; Defense 18 (+4 size, +4 Dex); Spd 20 ft., climb 20 ft.; Atk +11 melee (+2L dmg, bites); SV Dmg -1, Fort +1, Ref +5, Will +1; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2.

Skills: Climb +12, Spot +4, Escape Artist +13.

Feats: Attack Finesse (bites), Darkvision, All-Around Sight, Blindsight (tremorsense / vibrations), Immunity (Critical Hits), Unusual Size x2 (individual centipedes are Diminutive, but swarm takes up a 10 ft. square area (or any 4 contiguous 5 ft. squares) and is collectively treated as Huge), Power Immunity (a Centipede Swarm is immune to it’s own damaging properties).

Powers: Clinging +4,

 

Swarm Attack +1 (Effect: Natural Weapon (many small bites) +2, Extras: Unaffected by Str penalty, Area (affects everything enveloped by the 10 ft. swarm), Drain (Physical) +1 (Extra: Area x2, Secondary Effect, Trigger (affects all enveloped, whether damaged or not), Flaw: One Attribute (Dex)), Stun +1 (Extras: Area x2, Trigger (affects all enveloped, whether damaged or not), Flaws: Reduced Range (touch), Reduced Duration (lasts only a single round, no additional duration)),

 

Super-Skill (Spot) +4, Amazing Save: Fortitude +2, Amazing Save: Reflex +1 (Extra: Will), Elasticity +1, Super-Skill (Escape Artist) +8 (Extra: Climb), Protection +8 (Flaw: half effect vs energy attacks).

Weakness: Vulnerability (area attacks).

[9 HD Centipede Swarm used as base.]

 

 

Locust Swarm: Diminutive Vermin (Huge Swarm); Init +4; Defense 18 (+4 size, +4 Dex); Spd 10 ft., fly 30 ft. (poor); Atk +6 melee (+2L dmg, bites); SV Dmg -1, Fort +0, Ref +5, Will +1; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2.

Skills: Listen +4, Spot +4, Escape Artist +13.

Feats: Darkvision, All-Around Sight, Immunity (Critical Hits), Unusual Size x2 (individual locusts are Diminutive, but swarm takes up a 10 ft. square area (or any 4 contiguous 5 ft. squares) and is collectively treated as Huge), Power Immunity (a Locust Swarm is immune to it’s own damaging / obscuring properties).

Powers: Flight +6,

 

Swarm Attack +2 (Effect: Natural Weapon (many small bites) +2, Extras: Unaffected by Str penalty, Area (affects everything enveloped by the 10 ft. swarm), Obscure (Extras: Area, Trigger (affects all enveloped, whether damaged or not), Extra Sense (hearing), Flaw: Partial Concealment only (hearing effect confers only a -4 penalty to Listen checks in the affected area)), Stun (Extras: Area x2, Trigger (affects all enveloped, whether damaged or not), Flaws: Range (touch), Reduced Duration (lasts only a single round, no additional duration)),

 

Super-Skill (Listen) +4 (Extra: Spot), Amazing Save: Fortitude +1 (Extra: Reflex, Will), Elasticity +1, Protection +8 (Flaw: half effect vs energy attacks).

Weakness: Vulnerability (area attacks).

[6 HD Locust Swarm used as base.]

 

 

Rat Swarm: Tiny Animal (Huge Swarm); Init +2; Defense 14 (+2 size, +2 Dex); Spd 15 ft., climb 15 ft.; Atk +4 melee (+1L dmg, bites); SV Dmg +0, Fort +1, Ref +3, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2.

Skills: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Escape Artist +11, Swim +10.

Feats: Alertness, Attack Finesse (bites), Skill Finesse (Climb, can use Dex modifier instead of Str modifier for Climb checks), All-Around Sight, Amphibious, Immunity (Critical Hits), Unusual Size x2 (individual rats are Tiny, but swarm takes up a 10 ft. square area (or any 4 contiguous 5 ft. squares) and is collectively treated as Huge), Power Immunity (a Bat Swarm is immune to it’s own Obscuring properties).

Powers: Clinging +3,

 

Swarm Attack +1 (Effect: Natural Weapon (many small bites) +1, Extras: Area x2 (affects everything enveloped by the 10 ft. swarm), Drain (Physical Attributes) (Extras: Area x2, Trigger (affects all damaged by Natural Weapon attack), Secondary Effect & Continuous (effect lasts until successfully resisted), Extra Attribute (Con), Flaws: Single Attribute (Dex), Slow x2 (Secondary Effect is daily, instead of / minute)), Stun (Extras: Area x2, Trigger (affects all enveloped, whether damaged or not), Flaws: Range (touch), Reduced Duration (lasts only a single round, no additional duration)),

 

Super-Skill (Hide) +4 (Extra: Move Silently), Amazing Save: Fortitude +1 (Extra: Reflex), Elasticity +1, Super-Skill (Escape Artist) +8 (Extras: Balance, Climb & Swim), Protection +6 (Flaw: half effect vs energy attacks).

Weakness: Vulnerability (area attacks).

[4 HD Rat Swarm used as base.]

 

 

Spider Swarm: Diminutive Vermin (Huge Swarm); Init +3; Defense 17 (+4 size, +3 Dex); Spd 20 ft., climb 20 ft.; Atk +4 melee (+1L dmg, bites); SV Dmg +0, Fort +1, Ref +5, Will +2; Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2.

Skills: Climb +11, Listen +4, Spot +4, Escape Artist +11.

Feats: Skill Finesse (Climb, can use Dex modifier instead of Str modifier for Climb checks), All-Around Sight, Blindsight (tremorsense / vibrations), Darkvision, Immunity (Critical Hits), Unusual Size x2 (individual bats are Diminutive, but swarm takes up a 10 ft. square area (or any 4 contiguous 5 ft. squares) and is collectively treated as Huge), Power Immunity (a Spider Swarm is immune to it’s own damaging properties).

Powers: Clinging +4,

 

Swarm Attack +1 (Effect: Natural Weapon (many small bites) +1, Extras: Area x2 (affects everything enveloped by the 10 ft. swarm), Drain (Physical Attributes) (Extras: Area x2, Trigger (anyone damaged by Natural Weapon attack), Secondary Effect, Flaw: One Attribute (Str)), Stun (Extras: Area x2, Trigger (affects all enveloped, whether damaged or not), Flaws: Range (touch), Reduced Duration (lasts only a single round, no additional duration)),

 

Super-Skill (Hide) +4 (Extra: Spot), Amazing Save: Fortitude +1, Elasticity +1, Super-Skill (Escape Artist) +8 (Extra: Climb), Protection +8 (Flaw: half effect vs energy attacks).

Weakness: Vulnerability (area attacks).

[2 HD Spider Swarm used as base.]