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Pathfinder Second Edition

Compendium

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Piranha Swarm

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More teeth and fury than body, few fish Command as much fear and anxiety as the piranha. They move almost exclusively in schools, overwhelming larger creatures with sheer numbers and ferocity. Piranhas aggress toward sudden disturbances in the water and can smell blood from far away. Harvested piranha teeth serve as excellent cutting tools.

Attributes

Piranha Swarm

Creature 3

NLargeAnimal, Aquatic, Swarm
  • Perception9; blood scent, low-light vision, scent (imprecise) 100 feet
  • Skills acrobatics 10 athletics 8
  • Str1Dex3Con2Int -5Wis2Cha-2
  • AC 16 Fort9Ref10Will7
  • HP 40 Immunitiesprecision, swarm mind Weaknessesarea damage 5, splash damage 5 Resistancesbludgeoning 5, piercing 2, slashing 5
  • Blood Scent The piranha swarm can smell blood in the water from up to 1 mile away. Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma). If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
  • Speed— feet, swim 30 feet
  • Feeding Frenzy Each enemy in the swarm’s space takes 2d6 (2d6) piercing damage (DC 20 basic Reflex save). A creature that fails the save also takes 1d6 (1d6) persistent bleed damage and takes a –2 circumstance penalty to their Reflex saves against Feeding Frenzy while this damage continues, as the piranhas’ frenzy increases in intensity when they smell blood.