Size/Type: Small Magical Beast
Hit Dice: 1d10 (10hp)
Initiative: +2
Speed: 30ft land
Armor Class: 14 (10+2 dex+1 size+1 natural)
Base Attack/Grapple: +1/-3
Attack: +4 Natural (1d4)
Full Attack: +4/+4 Natural (1d4)
Space/Reach: 5ft/5ft
Special Attacks: None
Special Qualities: Hive Mind
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 14, Con 10, Int 2, Wis 8, Cha 12
Skills: Hide +2, Move Silently +2
Feats: Weapon Finesse, Iron Will B
Alignment: True Neutral, or As Controller
Advancement: By Swarmlord
A Swarmling has two primary natural weapons. These may be of any type, but generally match those of the Swarmlord.
The Swarmling’s Iron Will feat applies only when it has an influence controlling it, whether a swarmlord or a creature evolved for the purpose.
Hive Mind: A Swarmling is controlled by its Swarmlord. As long as it remains within 10ft/class level of the Swarmlord, it may use the Swarmlord’s mental ability scores and skills, where they’re better. A Swarmling is, by default, subsumed into the hive mind, and its animal intelligence grants no real value. Swarmlings with higher Intelligence can have distinct personalities, and strong swarmlings can give the hive Mind a Self of its own.
The Swarmling improves in two main ways. It gains flat bonuses as the Swarmlord increases in levels-bonuses to physical ability scores, HD and armor. The Swarmlord also gains a pool of evolution points, shown in the class table, which it may spend on abilities from the lists below for its Swarmlings. Whenever it gains new evolution points, they are applied and chosen when the Swarmling next takes a period of rest of at least eight hours.
Swarmlord Level |
Benefits |
Bonus Evolution Points at Cha 18 |
1 |
- |
2 |
2 |
+1HD, +1 NA, +1 Ability |
4 |
3 |
+1HD, +2 NA |
6 |
4 |
+2HD, +2 NA |
8 |
5 |
+2HD, +3 NA, +2 Ability |
10 |
6 |
+3HD, +4 NA |
12 |
7 |
+3HD, +5 NA |
14 |
8 |
+4HD, +5 NA, +3 Ability |
16 |
9 |
+4HD, +6 NA |
18 |
10 |
+5HD, +7 NA |
20 |
11 |
+5HD, +8NA, +4 Ability |
22 |
12 |
+6HD, +8 NA |
24 |
13 |
+6HD, +9 NA |
26 |
14 |
+7HD, +10 NA, +5 Ability |
28 |
15 |
+7HD, +11 NA |
30 |
16 |
+8HD, +11 NA |
32 |
17 |
+8HD, +12 NA, +6 Ability |
34 |
18 |
+9HD, +13 NA |
36 |
19 |
+9HD, +14 NA |
38 |
20 |
+10HD, +14 NA, +7 Ability |
40 |
At second level, and each subsequent even level, the Swarmling gains an additional Magical Beast HD, and the concurrent increases to saves, base attack bonus, feat progression, skills (if they have the necessary Int), and bonus ability point at each fourth level.
Where marked in the table, the Swarmling increases his Natural Armor by the amount shown.
At second level, and each third level thereafter, the Swarmling may increase any of his ability scores by one. This is in addition to the increase gained at each fourth hit die.
Evolution Points
Evolution points are spent on enhancing the Swarm. The Swarmlord may spend no more points on a single scaling value than her level, and shares her pool of points among all Swarmlings. She may spend points from this pool to enhance herself, or infested/assimilated/enhanced under her command. When Infested/Assimilated/Embraced templates refer to the number of evolution points gained at a certain point, they refer to this primary pool.
For example; Burning Touch deals 1d4 damage for each third point. A Swarmlord may spend no more points on this damage than her level. However, a sixth level swarmlord could spend six points on the damage, and then two more points on making it dismissable.
A Swarmlord gains bonus Evolution points for each Swarmling she rules, which may only be applied to that being. These bonus points are equal to the bonus Power points gained by a psionic character for high abilities, using Charisma as the governing ability score. The Swarmling table shows the value of these bonus points for a Swarmlord with 18 Cha.
A Swarmling does not lose evolution points when the Swarmlord loses Charisma.
They gain one evolution point per level for each two points of Charisma modifier. The full table is available
here.
Spoiler
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Additional/Enhanced Natural Weapon
A single point in this ability grants one additional natural weapon. Each additional weapon costs one point more than the previous. (Therefore, two additional weapons cost 1+2=3 points.)
These weapons are secondary natural weapons. For an additional two points spent on a single weapon, it may be considered primary.
Points can also be spent to enhance the weapons in one of many ways. Firstly, weapon abilities or enhancements may be added. An effective enhancement bonus costs one point for a +1 bonus, two points for a +2, and each increase of one beyond that costs one more point than the previous. (1 for +1, 2 for +2, 4 for +3, 7 for +4). These points may be exchanged for special weapon abilities. The flat bonus may not surpass five until the Swarmlord reaches twenty-first level.
One point put to the purpose increases the damage of one natural weapon as if by a size increase. Each additional increase costs one more point than the previous. (One point for one increase, three for two, six for three...) This is calculated and limited per weapon.
Each third point can increase the weapon’s range. Three points give it a 30ft range, and each third extra point doubles its range.
One point allows a weapon to function as nonlethal without penalty. Two convert a weapon’s damage to one of the four basic energy types. (Acid, Cold, Electricity, Fire). Four can convert a weapon to a more esoteric energy type such as Sonic or Desiccation, and eight allow a damage type such as Force with innate abilities.
Two points increase a weapon’s base critical threat range OR critical damage range by one. (to 19-20 or x3). Seven points increase both.
Alternate Type
Rather than a Magical Beast, the Swarmling has the abilities and drawbacks of some other type. The Swarmlord must be able to infest the chosen type.
Infested, Assimilated, Embraced and Swarmlords do not need to take this ability for the type they have due to their race. They are considered to already have the relevant 'Alternate Type' evolution. If the evolution gives an ability they already possess due to their type, use the better version.
Elemental: The Swarmling has darkvision out to 60ft, and has 50% fortification against critical hits and precision damage. It does not require sleep or air. However, if killed, it cannot be resurrected with Raise Dead, Reincarnate, or Resurrection. More powerful magic like Limited Wish or True Resurrection is needed.
An Elemental gains up to three free points in the Burning Touch evolution, which do not count towards its cap.
Elemental HD have an eight sided hit dice, and provide BAB equal to 3/4 of its HD. They have one good save of their choice, appropriate to their element. They are not normally proficient with weapons or armor. Swapping from Magical Beast to Elemental costs 2 points.
Humanoid: Instead of HD, the Swarmling gains levels in Warrior. Each third level, they may take a level in any other class of their choice, assuming they qualify. If they gain casting or manifesting levels this way, they may not also take Spirit Force. A Swarmling of this type uses the base statistics of any humanoid race with LA 0. Swapping from Magical Beast to Humanoid costs 6 points.
Ooze: The Swarmling has blindsight equal to 20ft+5ft per HD, and may be blind otherwise. If blind, it is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It has BAB equal to 3/4 of its HD, and no good saving throws. It is not proficient with any weapons or armor. However, it does not require sleep, and is immune to poison, sleep effects, paralysis, polymorph, precision damage and stunning. Most oozes are capable of adjusting their form to slip through gaps, and get a +2 racial bonus to Escape Artist and Disguise checks. Swapping from Magical Beast to Ooze costs 7 points.
Armoured Hide
Each point in this ability adds one to the Swarmling’s Natural Armour. Each third points instead grants a point of Resist.
Resist is described under the Ironscales Swarmlord Evolution. It resists all damage except that which explicitly penetrates resistances of all kind.
Bonus Feats
Each second point put in this ability grants a bonus feat. All prerequisites must be met. Only Swarmlings may take this evolution; Infested, Assimilated and Embraced may not.
Bonus Hit Die
Each second point put in this ability grants an additional HD. These HD never count towards granting additional evolution points. A being may not have more HD from this ability than he has otherwise. Infested, Assimilated, and Embraced may only take this evolution if their HD is less than their ECL, and HD gained from it do not count towards their ECL. (Note that humanoid beings of the swarm gain levels of Warrior rather than hit dice and may take a level in any class of their choice every third time this evolution grants them a level. If they access a manifesting/casting class this way, they may not also take Spirit Force. These levels still do not count towards their ECL.)
Burning Touch
The Swarmling is painful to the touch. It deals bonus damage on a successful physical attack, as well as on contact or being struck. Contact or bonus attack damage is equal to their con modifier, plus 1d4 for each third point in this ability, while damage on being struck is 1 per third point. For two seperate points, this damage can be suppressed. This damage is acid damage. Other common energy types can be substituted for 1 point, rare ones for three points, or physical damage types for free.
For two points, the Burning Touch may also be projected at range. This is a secondary natural weapon with 20ft range, and may be enhanced with the enhanced natural weapon evolution. (Each third range point doubles it.)
Acid is strictly better than slashing or bashing or piercing.
Enhanced Ability
For each point spent on this ability, the Swarmling adds one as an inherent bonus to any one ability score, stacking with all others.
Swarmlords, as well as Infested, Assimilated, and Embraced find it more difficult to have their potential extensively boosted in the same way as Swarmlings, and add one as an inherent bonus for each two points.
Alternatively, a Swarmling may reduce an ability score by two or more. Each abiltiy score reduced in this way, to a minimum of 2, grants a single bonus evolution point.
This is mostly for fluff.
Entangling Blast
The Swarmling has an ability that traps a target in place. This costs at least four points, and grants an ability usable once per encounter to make a ranged attack. The target must pass a reflex save or become entangled for one round, and be trapped on the ground. The square they stand on causes anyone who stands on it at the beginning of their round to pass a reflex save or become Entangled for 1 round. The Save DC is equal to 10+1/2HD+Con mod. For three more points, the ability may be used a number of times per encounter equal to half the Swarmling's Charisma modifier.
Two points can be spent to apply the entangling effects of this ability to the Swarmling's Final Ending, if they have it. In this case, the entangling remains on the ground for the entire area of his explosion.
Final Ending
For at least five points, this ability grants the Swarmling an explosive end. When killed, they explode, dealing either fire or acid* damage to each creature within 5ft/HD. This damage is equal to 1d6 for each second point put into this ability, plus the Swarmling's con mod. A successful reflex save halves this damage.
Points can also be spent to make this a persistent damage effect. For each two points spent on this effect, the area remains dangerous, dealing the same number of dice, as d4s, plus his con mod to each creature that begins his turn on the area. A reflex save halves that damage.
Infested with this ability can be manually destroyed by the Swarmlord, using a standard action. They are immediately reduced to -10hp, and explode. Obviously, only Hive Mind infested can be destroyed this way.
Other damage types could also work. Maybe physical damage types are 1d8, rare types 1d4.
Form of Blades
For three points, the Swarmling is considered to possess Armor Spikes. The Swarmling is considered proficient. For two more points, she may suppress the spikes at will.
This is one of many evolutions I added in to allow a specific creature to be recreated; a Sharp gloople from Amorphous, to be precise. I encourage making stuff up too! And showing me so I can steal it! :smalltongue:
Hive Node
Three points in this ability allow the Swarmling to function as if within Hive Mind range at all times. More points than this allow the Swarmling to control other members of the swarm as if it were a Swarmlord of class level equal to the number of points in this ability minus three.
Martial Expertise
Each second point in this ability grants a maneuver known. The second point and each third thereafter grants a maneuver readied.
Each sixth point grants a stance.
The Swarmling has an initiator level equal to half the points put into this ability. It uses Wisdom as its mental ability score for Initiation, but may purchase a feat called Glorious Monster or Cunning Beast to change this to Charisma or Intelligence respectively.
If the swarmling already possesses initiating ability, it adds these maneuvers known and readied, and its known stances, to those gained from the class. It uses that class' initiating ability score.
A Swarmling may recover a number of maneuvers of its choice equal to half its initiating ability modifier by spending a full round action in communication with its ruling intelligence. If it has none, it may regain a single maneuver in meditation.
This method of recovery may be used in addition to any gained through classes, and works on the maneuvers of that class.
A Swarmling without this ability does not count its HD towards initiator level.
Mind Over Matter
For five points, the Swarmling suffers -2 Str, -2 Dex, -2 Con, but gains +8 Int, +2 Wis. Only creatures with Int 2 or less may take this evolution.
Movement
For every two evolution points invested in this ability, a swarmling may increase an existing movement speed by 10ft.
For three points a swarmling may gain a climb, burrow or swim speed of 30ft. These may be enhanced as normal through this ability. Climb or burrow speeds give the normal benefits to the relevant checks - a +8 racial bonus, the ability to 'run' in a straight line, and the ability to take 10 even when rushed or threatened. A Burrowing swarmling leaves a tunnel behind that lasts for several hours, and can be used by any creature of its size or smaller.
For five points a swarmling may gain a fly speed of 30ft, maneuverability of Average.
For every four points invested in increasing the fly movement speed, the maneuverability of the fly speed is increased by one category, up to a maximum of perfect
A Swarmling with a climb speed has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. The same applies to a Swarmling with a swim speed in relation to Swim checks.
Mutable Form
This Evolution allows a Swarmling to adapt to the situation. Each third point in this ability grants two floating evolution points. As a full round action, the Swarmling may assign these points to any Evolution he qualifies for, other than Alternate Type, Bonus Feats and Spirit Force. If a Swarmling would gain additional spells or spell slots from this Evolution, they are not gained until he has rested for at least one hour.
Preternatural Skill
Two points in this ability allows the Swarmling to choose a single skill. That skill becomes a class skill permanently.
I really, really recommend using retroactive skill points for Swarmlings, even if you don’t use it for anyone/thing else. I’m also leery about letting someone take this repeatedly, but… what’s the worst that can happen?
Size Change
Two points placed into this ability causes the Swamling to increase or decrease in size. An increase grants +2 Str, +2 Con, -2 Dex, and an additional point of natural armour. A decrease grants -2 Con, and +4 Dex. These replace the usual ability score changes from changing size, but other size bonuses change to fit the new size. Each additional increase costs one more than the previous. (Two for one increase, five for two increases, nine for three...)
Special Attacks/Qualities
A Swarmling can spend points to gain special abilities. Each one is considered a separate ability for purpose of the (level) cap of evolution points.
Alternate Form-3+ points, grants a single humanoid or monstrous humanoid form with CR no greater than half the points spent. May be taken additional times for additional forms. Each form with zero LA after the first costs only one point.
Blindsight-4 points, but only 2 if the swarmling possesses Darkvision. This ability has range equal to 20ft+5ft/HD.
Breath Weapon-5 points grant a breath weapon dealing 3d6 damage, of a single basic energy or physical damage type. Each two additional points increases this damage by one dice. The reflex save DC is constitution based, and the weapon may be used once every 1d4 rounds. The weapon is either a 30ft+5ft/HD line, or a 15ft+5ft/2HD cone. Three additional points may instead grant an alternate damage type, with the same damage, or the other shape.
Constrict-4 points grant a constrict attack for 1d6+1.5Str. This damage can be enhanced as if a natural attack.
Darkvision-One point grants the Low Light Vision ability. Two points instead grant Darkvision, with a range of 30ft+5ft/HD.
Energy Drain-Eight points grant the ability to, once per encounter, deal 1d4 negative levels with a melee touch attack. Each additional three points allow it to be used an additional time per encounter. For a full twenty points, it is applied on every successful melee attack. The save DC is charisma based.
Evasion-Two points grant the Evasion ability. For five points, this is increased to Improved Evasion.
Fast Healing-Each three points put into this ability grant Fast Healing 1. An additional two points grant the limb-regenerative ability of Regeneration.
Frightful Presence-Six points grant the Frightful Presence ability. The save DC is Charisma based.
Improved Grab-This ability grants the Swarmling the Improved Grab ability in conjunction with one attack they possess. It costs three points per attack.
Lightning Charge-For two points, the Swarmling triples their speed when making charges.
Mettle-Two points grant the Mettle ability. For five points, this is increased to Improved Mettle.
Paralysis-Nine points grants the Swarmling a paralytic ability. This requires a successful melee touch attack, and grants the victim a fortitude save vs the effect. The save DC is Wisdom based. If failed, they are paralysed for a number of rounds equal to the Swarmlord's class level.
Poison-Four points grants a poison. This is either a contact poison doing 1d6 ability damage, or an injury poison dealing 2d4.
Contact poisons are delivered as touch attacks, and do no other damage. (These are usually melee, but can be ranged for 1 point (10ft), +2 points doubles range each time).
Injury poisons are delivered in addition to another attack, and take effect if it deals at least one point of damage. The attack to be used with the poison must be chosen when this evolution is chosen.
Five points increases the damage by 1d6/2d4. Each additional increase costs one more than the last.
Pounce-Six points grants the Pounce special ability.
Scent-Three points grants the Scent special ability.
Swallow Whole-Six points, required Improved Grab applied to a bite attack. A swallowed foe takes 2d4 acid and bludgeoning damage per three points spend on this ability. For 1 additional point, it can be applied to a different type of attack.
This requires explanation: An ooze could use this in conjunction with a slam, for example.
Trample-Costs three points, and works on any size creature, dealing damage equal to 1d4 for a small creature, increasing by size. This damage can also be increased as if a natural weapon. Save DC is Str based.
If it’s covered in spikes, it can be half your size, you still don’t want it running over you.
Spirit Force
This ability grants psionic or magical ability to a Swarmling. It may be taken twice separately to gain both.
Each third point gives a single level of casting or manifesting, as if a Psion or a Sorcerer of that many levels. This casting/manifesting is Intelligence based, and has a caster/manifester level of the number of points invested into this ability.
If co-operative spellcasting/manifesting exists in your campaign, only a single being from the same swarm may participate-their powers come from the same source, and do not multiply each other.
This casting/manifesting stacks with actual caster levels in those classes, to a maximum caster/manifester level equal to their ECL.
The Swarm Grows
For six points, the Swarmlord now has a second Swarmling. For twelve points, he has three. For eighteen points, he has four. The Swarmlings share the same pool of Evolution Points, and must buy evolutions seperately, but otherwise gain abilities at the same speed.
Obviously, Swarmlings, Infested, and Assimilated cannot choose this ability.