Tiny Aberration (Swarm)
Hit Dice:8d8+40 (76 HP)
Speed: 20 feet (4 squares)
Armor Class: 16 (+2 Natural, +2 dex, +2 Size), 14 touch, 14 flat-footed
Base Attack/Grapple: +6/-4
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Blood Feast
Special Qualities: Half damage from slashing and piercing, Blindsight 60, Scent, Swarm Traits, Blind
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 6, Dex 14, Con 20, Int 2, Wis 10, Cha 2
Skills: Survival +13
Feats: Dodge, Track, Self-Sufficient
Organization: Solitary, Rampage (2-8)
Challenge Rating: 8
Alignment: Always Neutral
Level Adjustment: -
In the darkness, you hear the sounds of something wet flopping onto the stone floor. Suddenly, at the edge of your torchlight, you see a single dark shape flop to the ground. It glistens wetly in the torchlight, and writhes awkwardly. It‘s only then that you realize the thing is not just any shape, but a blood-soaked organ of alien description. But it‘s too late. Dozens of similar shapes flop and slither out of the darkness, leaving a trail of blood behind them. The shapes propel themselves in strange ways, some walking on stilts made of bone fragments, other rolling along the ground, some slithering serpentine across the floor. Each is more strange and warped than the last, and they move towards you with surprising speed.
A visceral horde, despite it’s appearance, is not an undead creature. The visceral horde is one of the hazardous results of powerful mutative magic. When a creature is exposed to excessive quantities of transformative magic, via shaper artifacts, transformation rituals, or simply excessive spell use, his viscera take on a primitive life of their own. While the creature lives, this means nothing. The organs are generally satisfied to continue their tasks. However, when the creature dies, the organs refuse to ‘go down with the ship’ and abandon the vessel, bursting out in a shower of blood and gore. The resultant mutated organs are confused, in pain, and with only the most basic of instincts to guide them. They seek out other living things and fall upon them, consuming flesh and blood to sustain their abhorrent existence.
Visceral hordes have only the most simplistic of tactics. They constantly hunt for new victims to sustain themselves, falling upon one target after another in a bloody quest to survive and feed.
Distraction (Ex): Any living creature that begins its turn with a visceral horde in its square must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Blood Feast (Ex): Whenever a living, corporeal creature takes damage from the visceral horde’s swarm attack, they take 1d4 points of con damage as the swarm consumes their flesh and blood. For each point of constitution damage dealt, the visceral horde heals 5 points of damage. Any creature slain by this damage has his remains absorbed into the swarm, and cannot be resurrected until the visceral horde is slain.
Blindsight (Ex): A visceral horde can use scent and vibration to ascertain all foes within 60 feet as a sighted creature would.
Blind (Ex): Visceral Hordes are blind, giving them immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.