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Icewalker
2009-04-17, 02:01 PM
The coalitt is the basis of life in the sootfields. These tiny worms sift through the ashes to find anything that could still be burnt and ignite it, taking in the heat and smoke as sustenance. They are the primary foot of the food chain in these swaths of ash, but their biggest hunter is the ashraven. The coalitts keep the ecosystem rolling by taking the bodies of other dead animals and consuming them, replenishing themselves as a food source for the higher animals to keep living.

Coalitt Swarm
Fine Vermin (Fire, Extraplanar, Swarm)
HD 3d8+6 (19)
Speed 5 ft. (1 square)
Init: -3
AC 16; touch 15; flat-footed 16
(+8 size, -3 Dex, +1 natural)
BAB/Grp +2/-
Attack Swarm (1d6 fire)
Full-Attack Swarm (1d6 fire)
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction, ignite flesh
Special Qualities Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves Fort +5 Ref -2 Will +0
Abilities Str 1, Dex 5, Con 14, Int -, Wis 9, Cha 2
Skills
Feats
Environment Sootfields
Organization Solitary, Sootstreaker (2-5 swarms), Coal Wave (6-11 swarms)
Challenge Rating X
Alignment Neutral
Advancement None

The twisting tangle of gray tendrils squirms over and through the ash that coats the ground. It's thousands of minuscule worms twisting over and past one another in a giant swarm, with the occasional spark flashing somewhere within.

Coalitt swarms are a threat to be reckoned with. In such numbers they no longer distinguish living material from dead, simply pushing a line through the sootfields and devouring anything slow or stupid enough to get caught in their wake.

Distraction (Ex): Any living creature that begins its turn with a coalitt swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Ignite Flesh (Ex): Coalitts spark wildly when in such swarms, attempting to ignite anything in their paths so they can feast on the fumes, and swarm harder as the targets begin to burn. Coalitt swarms deal fire damage instead of physical damage when swarming on a target, and for every round that they spend attacking the same target the damage dealt cumulatively increases by one point (1d6 the first round, 1d6+1 the second, 1d6+2 the third, etc) up to a maximum of 1d6+10 damage per round.