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Sprite Swarm


Thousands of tiny, colorful winged humanoids crawl from every corner of the forest to form this buzzing, writhing swarm.

Sprite Swarm CR 5

XP 1,600
CN Diminutive fey (swarm)
Init +7; Senses low-light vision, detect evil, detect good; Perception +14

DEFENSE

AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 size)
hp 45 (10d6+10)
Fort +4, Ref +10, Will +7
Defensive Abilities swarm traits DR 2/cold iron; Immune weapon damage

OFFENSE

Speed 15 ft., fly 60 ft. (perfect)
Melee swarm (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks angry glow, concentrated rush, distraction (DC 16)

Spell-Like Abilities (CL 5th; concentration +5)

Constant—detect evil, detect good
1/day—mass daze (DC 14)

STATISTICS

Str 3, Dex 17, Con 12, Int 6, Wis 11, Cha 10
Base Atk +5; CMB —; CMD
Feats Alertness, Dodge, Flyby Attack, Improved Initiative, Skill Focus (Perception)
Skills Fly +30, Intimidate +10, Perception +14, Sense Motive +9, Stealth +28
Languages Common, Sylvan
SQ mob mentality

SPECIAL ABILITIES

Angry Glow (Su)

Once per minute, as a full-round action, the sprites that make up a sprite swarm may coordinate their luminous abilities to create a singular, searing glow.

Creatures within 10 feet of a sprite swarm with line of sight must succeed at a DC 16 Fortitude save or be blinded for 1d4 rounds. A creature that succeeds at its save is dazzled for 1 round. The save DC is Constitution-based.

Concentrated Rush (Ex)

Once every 1d4 rounds, if more than one creature occupies a sprite swarm’s space, the swarm may use its attack action to concentrate on one of these creatures to deal 4d6 points of damage in place of its normal swarm damage. Other creatures within the horde’s space do not take swarm damage that round.

Mob Mentality (Ex)

As long as a sprite swarm has at least 10 hit points, it retains its Intelligence score and can act accordingly. Even so, it cannot be targeted by mind-affecting spells or effects that target a single creature. If its hit points fall below 10, the swarm is considered mindless as the individual creatures within begin to panick.


ECOLOGY

Environment temperate forests
Organization solitary
Treasure incidental

When intruders threaten their beloved homes, sprite guards in large villages are taught to call for their fellow tribe members to form a vicious, enveloping swarm to drive back their enemies. Typically consisting of at least 5,000 sprites, these swarms are known for inflicting pain upon any creatures in their paths. Sprite swarms typically form only when the sprites’ village is threatened by a large number of intruders or a single powerful foe; however, malevolent sprites are quick to form swarms when faced with intrusion of any kind.

In some areas where sprites are known to exist, those accused of crimes or other unacceptable behavior are sentenced to face a sprite swarm so that nature itself can judge them. If a sprite swarm forms to drive one of the accused away, he is guilty; if not, he is innocent. Most of those sent forth never return, having run afoul of the sprites’ protective instincts, but occasionally the sprites allow someone they deem not a threat to live—quite independently of their actual guilt or innocence.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Fey Revisited © 2013, Paizo Publishing, LLC; Authors: Savannah Broadway, Amanda Hamon, Tim Hitchcock, Levi Miles, Ray Vallese, and Jerome Virnich.