Bat Plague Swarm CR 17/MR 8
AC 32, touch 24, flat-footed 24 (+7 Dex, +1 dodge, +8 natural, +2 profane, +4 size)
hp 279 (21d10+164); fast healing 10
Fort +18, Ref +21, Will +13; second save
Defensive Abilities profane protection, swarm traits, unstoppable; DR 10/epic; Immune weapon damage
Speed 5 ft., fly 40 ft. (good)
Melee swarm (5d6 plus 5d6 blight, distraction, and soul bleed)
Space 20 ft.; Reach 0 ft.
Special Attacks create spawn, distraction (DC 26), mythic power (8/day, surge +1d10), soul bleed
Str 6, Dex 25, Con 18, Int 11, Wis 18, Cha 9
Base Atk +21; CMB —; CMD —
Feats Ability Focus (distraction), Ability Focus (soul bleed), DodgeM, Extra Mythic PowerM, Great Fortitude, Improved InitiativeM, Iron Will, Lightning ReflexesM, Lightning Stance, Skill Focus (Fly), Skill Focus (Perception), Wind Stance
Skills Fly +37, Perception +34, Stealth +32
SQ multiply (bat swarm with soul bleed [Fort DC 11])
Plague swarms deal additional untyped damage equal to their standard swarm damage. This damage originates from divine power, similar to the spell flame strike. A plague swarm’s damage counts as magic and epic for the purposes of bypassing damage reduction.
A humanoid creature who dies from a bat plague swarm’s soul bleed ability rises from death as a vampire in 1d4 days. This vampire is under the command of the swarm, and remains enslaved until the swarm is destroyed. The swarm can have enslaved spawn whose Hit Dice total no more than twice its own; any spawn it creates that would exceed this limit become free-willed undead.
Plague swarms spawn at an incredible rate. Once per minute, a plague swarm can produce a new swarm of the type listed in its stat block as full-round action. When the plague swarm is not in combat, it typically uses this ability once per minute. If the plague swarm is destroyed, all of the swarms that it spawned also disperse.
A bat plague swarm is truly destroyed only if it is dispersed in the area of a hallow spell.
A creature that takes damage from a bat plague swarm begins to bleed from its body and its soul. Each round, a creature under the effects of soul bleed takes 1d4 points of Constitution bleed damage and gains 1 negative level. A creature affected by soul bleed can’t be healed by magical healing from a non-mythic source.
A mythic caster can attempt a DC 24 caster level check to heal a creature under the effects of soul bleed. If the caster succeeds, the soul bleed ends. Otherwise, any creature can end a soul bleed effect with a successful DC 35 Heal check.
Twenty-four hours after a creature takes negative levels from soul bleed, it must attempt a separate DC 26 Fortitude save for each negative level. If it succeeds at a save, that negative level is removed. If it fails, that negative level becomes permanent. The save DC is Constitution-based.
Organization solitary or brood (plague swarm plus 1–100 spawn)
Sent down by vengeful deities to punish communities that have offended them, plague swarms scour crops, terrorize populations, and lay waste to civilized lands. Normal means of dealing with vermin and pestilence don’t drive them off, for these vicious and intelligent mythic swarms carry the destructive blessings of their gods, and breed at an exceptional rate until their spawn consume entire cities.
They are single-minded in their devotion to carrying out the furious will of their deities.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.