Sarcovalt Swarm

Level 9
Creature· fiendLargeRemaster
AC 27
HP 155
Speed 20 ft.
Fort +17
Ref +21
Will +16
Perc +19
Size Large
Common
Immunities disease, poison, precision, swarm mind, sickened
Resistances bludgeoning 5, piercing 10, slashing 10
Weaknesses area damage 10, holy 10, splash damage 10
Spells
Occult Innate Spells (DC 27, attack +19)
2nd Acid Grip; 1st Grim Tendrils; Cantrips Daze
Languages necril, chthonian
Senses darkvision, lifesense 60 ft. (imprecise)
Speeds 20 ft., climb 20 ft., fly 40 ft.
Skills acrobatics +20, stealth +20, athletics +18, intimidation +18
Recall Knowledge religion DC 26

Abilities

Telepathy 30 feetinteraction(aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+1 Status to All Saves vs. Death Effectsdefensive
Swarm Minddefensive

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Aura of Blightdefensive(aura, disease)

15 feet. The sarcovalt is surrounded by a miasma of infection. An enemy that enters or ends their turn in the aura must attempt a DC 25 fortitude save. Success The creature is unaffected and becomes temporarily immune to the aura for 1 minute. Failure Until the end of its next turn, the creature takes a –1 circumstance penalty to saves against disease effects. Critical Failure Until the end of its next turn, the creature takes a –2 circumstance bonus against disease effects and is Enfeebled 2.

Droning Wasteoffensive(auditory, mental)

The buzzing of the swarm's wings hit an unholy pitch, making those who hear it feel dizzy and lightheaded. Each creature within a 15-foot emanation must attempt a DC 27 will save. On a failure, it is Stupefied 1 and takes a –1 circumstance penalty to attack rolls until the start of its next turn (Stupefied 2 on a critical failure).

Heads Will Roll◆◆◆offensive

The swarm detaches its heads from its bodies and rains them down on its enemies in a 10-foot burst radius within 30 feet. Each head deals falling damage, as if falling from 20 feet up, on any creature it lands on and otherwise takes the damage itself. If a head has a creature within its reach after it falls, it attempts to bite that creature. If any of these bites are critical successes, the head can immediately attempt to Grapple the creature.

Swarming Bitesoffensive

Each enemy in the swarm's space takes 4d6 piercing,2d4 persistent bleed damage (DC 27 fortitude save).

Description

In most cases, it's very unlikely that one will come across a sarcovalt on their own. More likely, a swarm of Urgathoa's disgusting creations will be beset upon an unfortunate village, the creatures just clever enough to duck away from the best attempts to kill them.


There are few creatures throughout the multiverse more bizarrely revolting than the sarcovalt, a fiend with the body of a fly and the head of a fleshless vulture skull. While a creature barely 2 feet long might not seem threatening, sarcovalt swarms can overwhelm entire villages. Sarcovalts' heads almost seem to be wholly separate entities from their bodies and will vomit up whatever they capture in their beaks hours later as putrid, coagulated sludge.