Termite Swarm
The ground teems with crawling termites, biting and stinging as they come.
CR: 6 XP: 2,400
N Fine vermin (swarm)
Init: +2 Senses: darkvision 60 ft., scent, tremorsense 60 ft. Perception: +1
Defense
AC: 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp: 75 (10d8+30)
Fort: +10 Ref: +5 Will: +4
Defensive Abilities: swarm traits
Resist: acid 5
Immune: disease, mind- affecting effects, visual effects, weapon damage
Weaknesses: blind
Offense
Speed: 30 ft., burrow 20 ft.
Melee: swarm (3d6 plus 1d6 acid)
Space: 1/2 ft. Reach: 0 ft.
Special Attacks: distraction (DC 17), gnaw, lingering sting
Statistics
Str: 1 Dex: 15 Con: 16 Int: — Wis: 12 Cha: 7
Base Atk: +7 CMB: — CMD: —
Ecology
Environment: warm forests, plains, or underground
Organization: solitary, pair, nest (3–6), or colony (7–12)
Treasure: none
Description
Gnaw (Ex) Termite swarms can burrow through earth and wood but not stone or metal. Their swarm attack and acid ignore hardness of 5 or less.
Lingering Sting (Ex) Creatures damaged by a termite swarm’s acid are sickened with pain (Fortitude DC 17 negates). Creatures can attempt a new save each round at the end of their turn to end this effect. The save DC is Constitution-based.
Termite swarms are the bane of architects and engineers in warm climes. They live in mounds and nests, devouring growing plants, decaying logs, and wooden structures alike from the inside out, and can quickly bring down even a solidly constructed building. They are nearly impossible to eradicate, and react with violence when their mounds are threatened.
