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Created By
Sulacu (talk)
Date Created: February 5, 2009
Status: Complete
Editing: Please feel free to edit constructively!


Skyst Swarm
Size/Type: Tiny Vermin (Swarm)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 20 ft., fly 40 ft. (poor)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, flying leap
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 4, Dex 13, Con 12, Int —, Wis 10, Cha 2
Skills: Hide +7, Listen +4, Spot +4
Feats:
Environment: Dark crevasses and caves, ruined structures and wastelands
Organization: Solitary, clout (2-7 swarms) or infestation (11-20 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment:


Whenever you explore old, forgotten ruins of civilizations past, it's only a matter of time before these glowing purveyors of doom crawl out of every hole.

Skysts are large insectoids that look to be a cross between a locust and a cockroach. They come in sizes roughly from 8 to 12 inches long and weigh up to 1 pound. Despite their size, they are relatively easy to spot as they possess a unique bioluminescence, causing them to be outlined in a mild green glow. Despite their intimidating appearance, they are however not poisonous and generally carry no disease. Skysts are affected by the Corruption and possess a resistance to it.

Combat

Skysts usually swarm together and overwhelm any threats to their lairs with a mindless efficiency. Although they have wings, they cannot fly for extended periods of time. A skyst swarm takes only half damage from slashing and piercing attacks.

Distraction (Ex): Any creature vulnerable to a skyst swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round unless he succeeds on a DC 12 Fortitude save. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Flying Leap (Ex): Skysts have the ability of flight, but only in short bursts. Whenever a skyst swarm has access to sufficient open space (such as a field or a hallway at least 10 feet wide and 10 feet tall), it can leap forward in flight. A skyst's movement speed in flight is 40 feet and given sufficient space is available, they may move up to double their speed in a single leap as a charge. A skyst can only move in a straight line when it performs a flying leap. This same holds for a swarm of skysts.

Skills: A skyst swarm has a +4 racial bonus to Listen and Spot checks, as well as a -4 racial penalty to Hide checks due to the skysts' bioluminescence.



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