Frecker Swarm

Frecker Swarm
Freckers are a species of small sentient rodents. Though wild and brutal, they were capable of intelligent speech. Freckers also wore clothes, denoting some manner of culture. They are very difficult to find and convince to work with. Because of their tiny size they are unable to use weapons or equipment but they attack in a coordinated swarm that does a lot of damage.

Frecker Swarm
Size/Type: Tiny Animal (Swarm) ; Hit Dice: 4d8 (18 hp) ; Initiative: + 2 ; Speed: 15 ft. (3 squares), climb 15 ft. ; Armor Class: 14 ( + 2 size, + 2 Dex), touch 14, flat-footed 12 ; Base Attack/Grapple: + 3/— Attack:
Swarm (1d6 plus wounding) ; Full Attack: Swarm (1d6 plus wounding) ; Space/Reach: 10 ft./0 ft. ; Special Attacks: Wounding; Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits ; Saves: Fort + 4, Ref + 6, Will + 2 ; Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance + 10, Climb + 10, Hide + 16, Knowledge (Tactics) + 7; Listen + 6, Move Silently + 8, Spot + 7, Swim + 10
Feats: Alertness, Combat Reflexes, Stealthy, Weapon Finesse (Bite).
Environment: Any ; Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms) ; Challenge Rating: 2 ; Treasure: None . Alignment: Always neutral ; Advancement: None ; Level Adjustment: —

A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Wounding (Ex) – The strong bite of the Frecker will always leave a wound bleeding causing extra 1 hit point of damage per each round until a Treat Injury check is made to apply bandages and stop the bleeding. This effect is cumulative per each round of the successful swarm attack on each target.

A frecker swarm has a + 4 racial bonus on Hide and Move Silently checks, and a + 8 racial bonus on Balance, Climb, and Swim checks. A frecker swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A frecker swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A frecker swarm has a + 8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Frecker Swarm

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