One of many
An awful, scuttling mass of legs and mandibles scrambles forward out of the dripping maw of the sickly woman.
One of Many CR 1/2
Neutral Tiny Vermin (Swarm)
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4
AC 18, Touch 16, flatfooted 14; (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 9 (2d8);
Fort + 3, Ref +3, Will +0
Defensive Abilities swarm traits
Speed 20 ft.
Melee swarm (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)
Str 1, Dex 17, Con 10, Int 1, Wis 10, Cha 2
Base Atk +1; CMB -; CMD -
Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks
Organization solitary, pair, nest (3–4 swarms) or hive (5–10 swarms)
The sight of a carpet of swarming insectiod abominations is unsettling indeed—particularly when the swarm is made up of creatures each the size of a cat and possessing scissor-like mandibles capable of eviserate flesh with sickening ease.
The One of Many are hatch from eggs stored with the body of a living host, who also functions as a hive for the swarm. These insects have a symbiotic attachment to its hive, which slowly transcends the physical realm
The Swarm is a horde of insects which have formed a symbiotic bond with its living host. Each member of the swarm retains the statistics of a One of Many, except for where mentioned Below.
Swarm Basics: Use the basic statistics for a One of Many, but make the following changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, including the swarms damage, use the master’s character level or the One of Many’s normal HD total, whichever is higher.
Hit Points: Each One of Many has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Saving Throws: For each saving throw, use either the One of Many’s base save bonus (Fortitude +2, Reflex +0, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the One of Many has ranks, use either the normal skill ranks for a Vermin of that type or the master’s skill ranks, whichever are better. In either case, the One of Many uses its own ability modifiers. Regardless of a One of Many’s total skill modifiers, some skills may remain beyond the One of Many’s ability to use.
One of Many Ability Descriptions: All members of the Swarm have special abilities (or impart abilities to their masters) depending on the master’s level in classes that grant a Swarm, as shown on the table below. The abilities given on the table are cumulative.
|Master Class Level||Ability Adj.||Members||Natural Armor Adj.||Special|
|3rd-4th||+2||1||+2||Resist the Blade|
|15th-16th||+5||3||+8||Deliver Touch Spells|
Ability Adj.: The number noted here is an improvement your Swarms existing ability scores. When a level is gained which increases this number (1-2, 3-4, 7-8, etc.), you must select one ability score. That score increases by one for each One of Many in your swarm.
Members: The number noted here indicates the number of One of Many you can have in your swarm.
Natural Armor Adj.: The number noted here is an improvement to the One of Many’s existing natural armor bonus.
Alertness (Ex): Whenever at least one member of his swarm is adjacent, the master gains the benefits of the Alertness feat.
Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, a member of your Swarm takes no damage on a successful save.
Resist the Blade: If the master is 3rd level or higher, the One of Many in his swarm are immune to slashing and piercing damage.
Arcane Swarm: If the master is 5th level or higher, the attacks of the One of Many in his swarm count as magical for the purpose of damage reduction.
Share Spells: If the master is 7th level or higher, he may have any spell (but not any spell-like ability) he casts on himself also affect one or more of his Swarm, even if their swarm sub-type would normally render them an invalid target. The One of Many must be within adjacent at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting a One of Many stops being adjacent and will not affect the One of Many again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on a member of your Swarm (as a touch range spell) instead of on himself.
A master and his swarm can share spells even if the spells normally do not affect creatures of the vermin type.
Untouchable Swarm: If the master is 9th level or higher, the One of Many in his swarm are immune to all forms of weapon damage.
Spell Resistance (Ex): If the master is 11th level or higher, each One of Many in your swarm gains spell resistance equal to the master’s level + 5.
Metallic Swarm: If the master is 13th level or higher, the attacks of the One of Many in his swarm count as cold iron and silver for the purpose of damage reduction
Deliver Touch Spells (Su): If the master is 15th level or higher, the one of many can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Improved Evasion (Ex): If the master is 17th level or higher, when subjected to an attack that normally allows a Reflex saving throw for half damage, a member of your swarm takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Piercing Swarm: If the master is 19th level or higher, the attacks of the One of Many in his swarm bypass all forms of damage reduction