# Bloodswarm
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >Melee/Ranged: +10/+15
> >Secondary: +5/+10
> >Multiattack: +8/+13
> >M/R_PA: +10/+15
> >2nd/PA: +5/+10
> >MA_PA: +8/+13
> >Itterative: 2
> > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0
> > xDCs:: Str: 14; Dex: 19; Con: 18; Int: 14; Wis: 16; Cha: 15
> > xFeat:: 2/4 (2)
> > xClasSkil:: Acrobatics, Climb, Disable Device, Perception, Sense Motive, Stealth
> > SaveDiff:: +/- 4
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Bloodswarm</div>
<div class="CR">CR 6 (2,400 XP)</div>
<div class="SOU">Fiendish Codex 1</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Tiny Outsider (chaotic, evil, swarm)
**Init** +9
**Senses** darkvision 60 ft., scent; **Perception** +13
**Aura** daze aura (DC 15 Will, 30 ft., 1 round)
#### defense
**AC** 19, 17 touch, 14 flat-footed (+5 Dex, +2 natural, +2 size)
**hp** 72 (8d10+32)
**Fort** +6, **Refl** +11, **Will** +8
**Feint** —, **Demoralize** —
**Defensive Abilities** swarm traits
**DR** 5/cold iron or good; **SR** 17
#### offense
**Speed** 40 ft.
**Melee** swarm (2d6 plus daze and and distraction and stitching)
**Space** 10 ft., **Reach** 0 ft.
**Special Attacks** call night hag, daze aura, stitching
#### statistics
**Str** 10, **Dex** 20, **Con** 18, **Int** 10, **Wis** 14, **Cha** 13
**BAB** +8, **CMB** —, **CMD** —, **TA** +10, **RTA** +15
**Feats** [[Improved Initiative]], [[Lightning Reflexes,Nimble Fingers]]
**Skills** Acrobatics +13 (+4 when jumping), Climb +8, Disable Device +13, Perception +13, Sense Motive +13, Stealth +20
**Languages**
**SQ** scent goodness
#### special abilities
### Call Night Hag (Sp)
Once per day, a broodswarm can call the night hag that created it. This ability takes 1 minute (uninterrupted) to perform, so the broodswarm typically waits until it has captured a victim to use this ability. The night hag is not compelled to answer the call, and may refuse, in which case the ability is wasted. The night hag called by the broodswarm appears in a blast of noxious smoke in one of the swarm's squares and can remain indefinitely. If this night hag that created the broodswarm is killed, the broodswarm cannot use this ability.
### Daze Aura (Su)
At the end of a broodswarm's turn, creatures within 30 feet of it must succeed on a DC 15 Will save or be dazed for 1 round. A creature that successfully saves cannot be affected again by that same broodswarm's daze aura for 24 hours. A broodswarm can suppress or activate this ability as a free action. Chaotic evil outsiders are immune to the aura. The save DC is Charisma-based.
### Scent Goodness (Su)
A broodswarm has the scent ability, but only against creatures with a good alignment. Any effect that suppresses odor or alignment masks a good creature from a broodswarm's ability to scent them.
### Stitching (Su)
Broodswarms can manifest lengths of coarse black thread from their silvery hook hands as a free action. They use these threads to stitch victims up and prevent their escape. Whenever a broodswarm deals swarm damage to a creature, they begin stitching body parts together. This gives the victim a –2 penalty to its Dexterity score; multiple rounds of stitching incur multiple cumulative penalties to Dexterity. This penalty can reduce Dexterity to 0. When a creature's effective Dexterity is reduced to 0 by this effect, it becomes helpless, mute, and blind. A creature can attempt to break free of its stitching (even if helpless as a result of the stitching) by making a DC 20 Strength check. Each attempt (successful or not) deals 2d6 points of damage to the victim. Another creature can cut the stitching loose with a DC 10 Heal check and 1 minute of work.