Plaguevermin Swarms

From: Obsidian Alchemists Conclave

Lore: In the grim and desperate pursuit of protecting their arcane secrets and forbidden knowledge, the mad alchemists of the Obsidian Alchemist’s Conclave devised a sinister defensive measure: the creation of the Plaguevermin Swarms. These creatures were originally ordinary rodents that infested the conclave’s dark chambers. Through dark rituals and twisted alchemy, the alchemists warped these creatures, imbuing them with malevolent energies and a potent alchemical toxin.

The Plaguevermin Swarms serve as the fortress’s last line of defense against intruders. When the conclave is breached or its secrets endangered, the alchemists activate these swarms to overwhelm and neutralize trespassers swiftly. The creatures’ frenzied attacks and toxic bites render invaders temporarily paralyzed, allowing the alchemists to deal with the intruders at their leisure.

Appearance: Plaguevermin Swarms consist of countless small, shadowy rodents, such as rats and mice, with their forms twisted and grotesquely altered by dark alchemy. Their once-innocent appearance is replaced with glowing red eyes that burn with malevolence, and their fangs are now razor-sharp, dripping with the toxic alchemical brew.

Tier One Stats:

  • Age: Plaguevermin Swarms are relatively short-lived creatures, with lifespans of only a few months.
  • Height: Approximately 6 to 8 inches (as individual rodents).
  • Weight: Each rat or mouse that comprises the swarm weighs about 2 to 3 ounces.
  • Speed: The swarms move with alarming speed, having a base movement of 40 feet.
  • Size: Tiny.
  • Sound: The Plaguevermin Swarms emits eerie, high-pitched squeals and chittering sounds, creating an unsettling cacophony as they converge upon their victims.
  • Requirements: Creating the Plaguevermin Swarms requires access to the conclave’s secret alchemical laboratories, along with extensive knowledge of dark rituals and forbidden alchemical practices. The alchemists of the Obsidian Conclave jealously guard the methods for creating these creatures, as they pose significant risks and dangers even to their creators.
  • Tags: Dark, Alchemical, Pestilence, Swarm, Malevolent, Toxic, Frenzied, Defensive, Shadowy, Relentless, Paralyzing, Grotesque, Instinctive

Attacks: When activated, the Plaguevermin Swarms descend upon intruders, attacking with relentless fury. Each rodent in the swarm bites and scratches, and their sharp fangs inject the potent alchemical toxin into the victims’ bloodstream. The toxin induces temporary paralysis, leaving the intruders at the mercy of the alchemists.

Emotions: Plaguevermin Swarms are creatures driven solely by instinct and dark energies. They exhibit no emotions or individuality, acting as a single-minded entity focused on their defensive purpose. Their sole goal is to neutralize any threat to the Obsidian Alchemist’s Conclave and its secrets, relentlessly swarming and attacking any intruders who dare to breach the fortress’s boundaries.

Plaguevermin Swarms embody the grim and ruthless nature of the Obsidian Alchemist’s Conclave, showcasing the lengths to which the mad alchemists are willing to go to protect their arcane knowledge. Adventurers venturing into the conclave will have to tread carefully to avoid these malevolent creatures and overcome the perils posed by the dark and twisted defenses of the fortress.

Curse of the Vermin Tide

In the shadowed lore of Saṃsāra, a world where magic weaves through every stone and whisper, there exists a tale so ancient that its origins are shrouded in a tongue lost to the ages, preserved only through the fragmented translations of alchemists and scribes. This story, carved into the grim history of the Obsidian Alchemist’s Conclave, speaks of the Plaguevermin Swarms, twisted rodents born of dark alchemy, whose glowing red eyes and toxic bites have become a terror to all who dare breach the conclave’s sacred halls. It is a legend that has endured for over nine thousand years, since the first Isekai souls arrived on this world, bringing with them the forbidden knowledge that would shape the alchemists’ darkest creations.

Long ago, in the early days of the Obsidian Alchemist’s Conclave, when the fortress on the Isle of Blackened Spires was still a burgeoning stronghold of arcane power, the alchemists faced a dire threat. Their halls, filled with tomes of forbidden knowledge and elixirs of unimaginable potency, drew the envy of rival factions and the greed of thieves. The conclave’s defenses—wards, traps, and guardians—were formidable, but they were not infallible. Intruders, cloaked in stealth and guile, began to infiltrate the fortress, stealing secrets and leaving the alchemists vulnerable. The council of alchemists, led by a man named Veylros, known for his ruthless ambition, sought a final line of defense, a weapon so terrifying that none would dare challenge the conclave again.

Veylros, a master of dark alchemy, turned his gaze to the lowliest creatures within the conclave’s walls: the rats and mice that scurried through the shadows, infesting the dark chambers where light seldom reached. These rodents, though small and insignificant, were numerous and resilient, thriving in the damp, forgotten corners of the fortress. Veylros saw in them the potential for a new kind of guardian, one that could overwhelm intruders through sheer numbers and malevolent intent. He gathered his most trusted alchemists in a secret laboratory deep beneath the conclave, where the air was thick with the stench of decay and the hum of aetheric energies.

There, under the flickering light of enchanted lanterns, Veylros devised a ritual so profane that even the other alchemists hesitated to participate. He combined forbidden alchemical substances—distilled from the venom of cursed serpents and the essence of corrupted aether—with dark rituals that called upon the malevolent energies of the shadow realm. The rodents were placed within a circle of runes, their forms trembling as the alchemists chanted in unison, their voices rising in a crescendo that shook the very stones of the chamber. The aetheric energies surged, twisting the rodents’ bodies, warping their once-innocent forms into something grotesque. Their eyes glowed with a burning red malevolence, their fangs grew razor-sharp, and their bodies became vessels for a potent alchemical toxin, dripping from their mouths like a venomous curse. Thus, the first Plaguevermin Swarms were born, their eerie, high-pitched squeals and chittering sounds echoing through the chamber as they converged into a single, frenzied entity.

The Plaguevermin Swarms were a horrifying success. When activated, they descended upon intruders with relentless fury, their tiny bodies moving with alarming speed—forty feet in a mere moment—overwhelming their targets through sheer numbers. Each rodent bit and scratched, injecting the alchemical toxin into the victims’ bloodstream, a venom so potent that it induced temporary paralysis, leaving the intruders helpless at the alchemists’ mercy. The swarms were driven by instinct and dark energies, lacking emotion or individuality, acting as a single-minded entity with one purpose: to neutralize any threat to the conclave’s secrets. Veylros and his council were pleased, for the swarms became the fortress’s last line of defense, a terror that ensured the alchemists could deal with trespassers at their leisure.

But the creation of the Plaguevermin Swarms came at a cost. The ritual was dangerous, even to the alchemists themselves, for the swarms were difficult to control once unleashed. On more than one occasion, a careless alchemist triggered the swarms prematurely, only to find themselves paralyzed by the very creatures they had created, their bodies wracked with the toxin as the rodents swarmed over them. The knowledge of the ritual was jealously guarded, passed down only to the most trusted members of the conclave, for the swarms posed a risk to all who dared to wield them. The alchemists learned to store the swarms in enchanted vessels, releasing them only when the conclave’s defenses were breached, a desperate measure for desperate times.

Over the centuries, the Plaguevermin Swarms became a grim legend, their presence a dark stain on the conclave’s history. Their lifespans were short, a mere few months, but their numbers were endless, for the alchemists could always create more, drawing upon the rodents that infested the fortress. Tales of the swarms spread across Saṃsāra, told in hushed tones in the floating cities and whispered in the dark caves of megacities, where they became a symbol of the alchemists’ ruthlessness and the lengths they would go to protect their arcane knowledge. Adventurers who sought to infiltrate the Obsidian Alchemist’s Conclave learned to tread carefully, for the sound of eerie chittering in the shadows was a harbinger of doom, a warning that the Plaguevermin Swarms were near.

The swarms embodied the grim and twisted nature of the conclave, a testament to the alchemists’ willingness to sacrifice morality for power. They were a reminder of the dangers that lurked within the fortress, a peril that awaited any who dared to challenge the alchemists’ dominion. The legend of the Plaguevermin Swarms endured, a story of darkness, desperation, and the terrifying consequences of tampering with forces best left untouched.

Moral of the Story: In the pursuit of power and protection, one must beware the monsters they create, for such creations may turn upon their makers, bringing ruin to all in their relentless tide.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition): In Call of Cthulhu, the Plaguevermin Swarms are a horrifying alchemical creation guarding the Obsidian Alchemist’s Conclave, reimagined as a cult-like stronghold. Their toxic bites and sheer numbers make them a deadly threat during investigations.

Plaguevermin Swarm

  • STR 20
  • CON 50
  • SIZ 30
  • INT 10
  • POW 40
  • DEX 70
  • APP —
  • SAN —
  • HP 8
  • Damage Bonus: None
  • Build: -1
  • Move: 10
  • Luck: —
  • Magic Points: 8
  • Armor: None (swarm nature; see below).
  • Sanity Loss: 1/1D8 to see a Plaguevermin Swarm due to its grotesque appearance and malevolent aura.
  • Attacks
    • Swarm Attack (Automatic): The swarm engulfs a target within 1 yard, automatically dealing 1D6 damage per round (ignores armor unless sealed). The target must also make a CON roll (difficulty 50) or suffer the effects of the alchemical toxin: paralyzed for 1D4 rounds (cannot act, automatically fails STR and DEX rolls). A paralyzed target can attempt a CON roll each round to end the effect early.
  • Special Abilities
    • Swarm Nature: The swarm takes half damage from physical attacks that target a single creature (e.g., a sword strike) but full damage from area effects (e.g., fire, explosions). It is immune to effects requiring a single target (e.g., grappling).
    • Aetheric Sustenance: The swarm regenerates 1 Magic Point per round in a high-magic area (like the Conclave).
    • Relentless: The swarm cannot be reasoned with or intimidated; it pursues its target until destroyed or the target is paralyzed.
  • Gameplay Notes: In Call of Cthulhu, the Plaguevermin Swarm is a terrifying hazard for investigators infiltrating the Conclave. Its automatic damage and paralyzing toxin make it a deadly threat, while the Sanity loss reflects its horrifying appearance, fitting the game’s horror tone. Investigators might counter it with area effects (e.g., a Molotov cocktail) or by sealing themselves in protective gear. To balance, its HP is low, and the paralysis can be resisted with a good CON roll, giving investigators a chance to survive if they act quickly.

Blades in the Dark: In Blades in the Dark, the Plaguevermin Swarms are a sinister alchemical defense in the Obsidian Alchemist’s Conclave, reimagined as a gothic stronghold. They pose a significant threat during scores, overwhelming intruders with numbers and toxins.

Plaguevermin Swarm

  • (Elite Threat)
  • Tier: II
  • Scale: 2 (large swarm)
  • Quality: 3 (relentless and toxic)
  • Magnitude: 4 (swarm effect)
  • Harm: Toxic Bites (Level 2 Harm, “Paralyzed”), Frenzied Assault (Level 1 Harm, “Scratched and Bitten”)
  • Resistances: Immune to physical attacks that target a single creature; takes half effect from such attacks.
  • Weaknesses: Vulnerable to area effects (e.g., fire, alchemical bombs), reducing Magnitude to 2 when targeted by such effects.
  • Special Abilities
    • Swarm Attack: When the swarm engages a target, it automatically deals Level 1 Harm (“Scratched and Bitten”) unless the target resists with Prowess (4-segment clock, “Overwhelmed by Vermin”). On a failure, the target also takes Level 2 Harm (“Paralyzed”) and cannot act until the harm is cleared (Resolve roll to recover, Risky/Standard).
    • Relentless Pursuit: The swarm pursues its target relentlessly, gaining +1d to engagement rolls if the target attempts to flee.
    • Aetheric Sustenance: In a high-magic area (like the Conclave), the swarm’s Magnitude increases to 5.
  • Gameplay Notes: In Blades in the Dark, the Plaguevermin Swarm is an elite threat for a crew attempting a score in the Conclave. Its Swarm Attack and paralyzing toxin make it a dangerous obstacle, fitting the game’s gothic tone. The crew might counter it with alchemical bombs or fire, reducing its effectiveness. To balance, its vulnerability to area effects provides a clear counter, and its Magnitude ensures it’s a significant but not overwhelming threat for a Tier II crew.

Dungeons & Dragons (5th Edition): In Dungeons & Dragons 5e, the Plaguevermin Swarms are a magical swarm guarding the Obsidian Alchemist’s Conclave. Their numbers and toxic bites make them a formidable defensive measure.

Plaguevermin Swarm

  • Medium swarm of Tiny beasts, neutral evil
  • Armor Class: 12
  • Hit Points: 36 (8d8)
  • Speed: 40 ft.
  • STR: 8 (-1)
  • DEX: 14 (+2)
  • CON: 10 (+0)
  • INT: 2 (-4)
  • WIS: 10 (+0)
  • CHA: 4 (-3)
  • Damage Resistances: Bludgeoning, piercing, slashing
  • Condition Immunities: Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses: Darkvision 30 ft., passive Perception 10
  • Languages: —
  • Challenge: 2 (450 XP)
  • Traits
    • Swarm: The swarm can occupy another creature’s space and vice versa, and it can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
    • Aetheric Sustenance: In a high-magic area (like the Conclave), the swarm regains 5 hit points at the start of its turn.
  • Actions
    • Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer. The target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Gameplay Notes: In D&D 5e, the Plaguevermin Swarm is a CR 2 creature, suitable for a low-level party infiltrating the Conclave. Its swarm traits make it resistant to single-target attacks, while its paralyzing bites pose a significant threat. Adventurers might counter it with area-of-effect spells (e.g., burning hands) or protective gear to avoid paralysis. To balance, its HP is moderate, and the paralysis can be resisted with a decent Constitution save, ensuring it’s a challenge but not a party-killer.

Knave (2nd Edition): In Knave 2e, the Plaguevermin Swarm is a twisted alchemical creation guarding the Conclave. Knave’s minimalist system emphasizes its swarm nature and toxic bites, making it a dangerous hazard.

Plaguevermin Swarm

  • HD: 3 (12 HP)
  • Armor: 12
  • Move: 40 ft.
  • Morale: 8
  • Attacks: Bites +3 (2d4 piercing)
  • Saves: Dex +2
  • Special
    • Swarm Nature: The swarm takes half damage from attacks that target a single creature but full damage from area effects. It is immune to effects requiring a single target (e.g., grappling).
    • Alchemical Toxin: On a hit with Bites, the target must make a Con save (DC 12) or be paralyzed for 1d4 rounds (cannot act). The target can repeat the save each round to end the effect early.
    • Aetheric Sustenance: In a magical area (like the Conclave), the swarm regains 1d4 HP at the start of its turn.
    • Relentless: The swarm pursues its target relentlessly, gaining a +2 bonus to initiative rolls if the target attempts to flee.
  • Loot
    • Alchemical Residue (1 slot, dangerous): A vial of toxin that can be used to coat a weapon, adding a paralysis effect (Con save DC 12) on a hit, but risks exposure to the user (Con save DC 10 or be paralyzed for 1 round).
  • Gameplay Notes: In Knave 2e, the Plaguevermin Swarm is a hazardous foe for adventurers infiltrating the Conclave. Its swarm nature and paralyzing bites make it a deadly threat, while its Relentless trait ensures it pursues fleeing targets. Players might counter it with area effects (e.g., a torch or alchemical fire). To balance, its HP is low, and its loot provides a risky reward, fitting Knave’s gear-driven play.

Fate Core System: In Fate Core, the Plaguevermin Swarms are a twisted alchemical defense in the Obsidian Alchemist’s Conclave. Fate’s narrative focus emphasizes their overwhelming numbers and paralyzing toxin, making them a hazardous obstacle.

Plaguevermin Swarm

  • (Supporting NPC)
  • Aspects:
    • Malevolent Alchemical Swarm
    • Relentless Toxic Vermin
    • Glowing Red Eyes of Doom
    • Vulnerable to Area Effects
    • Bound to the Conclave’s Defense
  • Skills:
    • Great (+4): Fight
    • Good (+3): Athletics
    • Fair (+2): Notice
    • Average (+1): Stealth
  • Stress: [ ] [ ] [ ] (3 boxes)
  • Consequences:
    • Mild (2)
    • Moderate (4)
  • Stunts:
    • Swarm Attack: When the swarm attacks with Fight, it can target all characters in the same zone. On a success, it deals stress and creates the aspect “Paralyzed by Toxin” with one free invoke, which lasts until the target overcomes it (Physique vs. difficulty +4).
    • Swarm Nature: The swarm takes half stress from attacks that target a single creature (e.g., a sword strike) but full stress from area effects (e.g., fire, explosions). It is immune to effects requiring a single target (e.g., grappling).
  • Notes: The swarm gains +2 to Fight rolls in a high-magic area (like the Conclave) due to aetheric sustenance.
  • Gameplay Notes: In Fate Core, the Plaguevermin Swarm is a supporting NPC that poses a significant threat during an infiltration of the Conclave. Its Swarm Attack and paralyzing toxin create narrative challenges, forcing players to deal with multiple threats at once. Players might counter it by creating advantages with area effects (e.g., “Engulfed in Flames”) to deal full damage. To balance, its stress track is moderate, and its vulnerability to area effects provides a clear counter, fitting Fate’s narrative-driven play.

Numenera (Cypher System): In Numenera, using the Cypher System, the Plaguevermin Swarms are an alchemical horror tied to the aetheric energies of Saṃsāra, reimagined as a numenera-like entity in a strange ruin. They overwhelm intruders with numbers and toxins.

Plaguevermin Swarm

  • (Level 4)
  • Motive: Protect the Obsidian Alchemist’s Conclave from intruders
  • Environment: Found in dark, magical areas, such as the Conclave
  • Health: 12
  • Damage Inflicted: 4 (bites)
  • Movement: Long (40 feet per round)
  • Modifications:
  • Might defense as level 3 due to swarm nature
  • Combat:
    • Swarm Attack: The swarm engulfs a target within short range, dealing 4 points of damage (ignores Armor). The target must succeed on a Might defense roll (difficulty 4) or be paralyzed for 1 minute (cannot act). A paralyzed target can attempt a Might defense roll each round to end the effect early.
    • Swarm Nature: The swarm takes half damage from attacks that target a single creature but full damage from area effects. It is immune to effects requiring a single target (e.g., grappling).
    • Interaction: The swarm cannot be reasoned with; it exists to attack intruders. It can be dispersed with area effects (e.g., fire, explosions), reducing its level to 2 for 1 minute.
  • Use: The swarm is a defensive hazard in the Conclave, forcing players to use area effects or protective gear to survive.
  • Loot: 1 cypher (e.g., a vial of alchemical toxin that can paralyze a target for 1 minute, Might defense roll difficulty 4 to resist).
  • Gameplay Notes: In Numenera, the Plaguevermin Swarm is a level 4 creature, a significant hazard for players exploring a Saṃsāra-like ruin. Its Swarm Attack and paralyzing toxin make it a deadly threat, while its Swarm Nature ensures it’s resistant to single-target attacks. The GM can use GM intrusions to escalate the threat (e.g., the swarm emerges from hidden vents, surprising the party). To balance, its health is moderate, and its vulnerability to area effects provides a counter, encouraging players to use creative tactics or cyphers to survive.

Pathfinder (2nd Edition): In Pathfinder 2e, the Plaguevermin Swarms are a magical swarm guarding the Obsidian Alchemist’s Conclave. Their numbers and toxic bites make them a dangerous defensive measure.

Plaguevermin Swarm

  • (Creature 3)
  • NE Medium Swarm (Beast)
  • Perception: +8; darkvision
  • Languages: None
  • Skills: Acrobatics +9, Stealth +9
  • Str -1, Dex +4, Con +2, Int -4, Wis +1, Cha -2
  • AC: 17; Fort +8, Ref +10, Will +5
  • HP: 45
  • Immunities: Precision, mind-affecting effects; Resistances: Bludgeoning, piercing, slashing 5; Weaknesses: Area damage 5
  • Aetheric Sustenance: In a magical area (like the Conclave), the swarm regains 5 HP at the start of its turn.
  • Speed: 40 feet
  • Offense
    • Swarming Bites [one-action] +10 (agile), Damage 2d6 piercing plus alchemical toxin
    • Alchemical Toxin (poison) A creature damaged by Swarming Bites must succeed on a DC 18 Fortitude save or be paralyzed for 1 minute (slowed 1 for 1 minute on a success). The creature can attempt a new save at the end of each of its turns, ending the effect on a success.
  • Gameplay Notes: In Pathfinder 2e, the Plaguevermin Swarm is a level 3 creature, suitable for a party of 2nd- to 4th-level characters infiltrating the Conclave. Its Swarming Bites and paralyzing toxin make it a dangerous foe, while its swarm traits ensure it’s resistant to single-target attacks. Adventurers might counter it with area-of-effect spells (e.g., burning hands) or alchemical items to exploit its weakness to area damage. To balance, its HP is moderate, and the paralysis can be resisted with a decent Fortitude save, ensuring it’s a challenge but not overwhelming.

Savage Worlds (Adventure Edition): In Savage Worlds, the Plaguevermin Swarms are an alchemical horror guarding the Conclave. Their abilities fit the system’s fast-paced, cinematic style, making them a hazardous swarm with paralyzing toxins.

Plaguevermin Swarm

  • (Wild Card)
  • Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, Vigor d6
  • Skills: Fighting d8, Notice d6, Stealth d8
  • Pace: 8; Parry: 6; Toughness: 5
  • Special Abilities:
    • Swarm: The swarm takes half damage from attacks that target a single creature but full damage from area effects. It is immune to effects requiring a single target (e.g., grappling).
    • Swarming Bites: Fighting d8, Str+d4 piercing damage. On a hit, the target must make a Vigor roll (TN 6) or be Paralyzed for 1d4 rounds (cannot act). The target can attempt a Vigor roll each round to end the effect early.
    • Relentless Pursuit: The swarm gains +2 to its Fighting rolls if the target attempts to flee.
    • Aetheric Sustenance: In a magical area (like the Conclave), the swarm heals 1 Wound at the start of its turn.
  • Weakness: Vulnerable to area effects (e.g., fire, explosions); such effects deal +4 damage.
  • Gameplay Notes: In Savage Worlds, the Plaguevermin Swarm is a Wild Card, a significant threat for a group of Novice to Seasoned characters infiltrating the Conclave. Its Swarming Bites and paralyzing toxin make it a dangerous foe, while its Swarm trait ensures it’s resistant to single-target attacks. Players might counter it with area effects (e.g., a blast power or alchemical bomb). To balance, its Toughness is moderate, and its vulnerability to area effects provides a clear counter, fitting the system’s cinematic tone.

Shadowrun (6th Edition): In Shadowrun, the Plaguevermin Swarms are an alchemical horror guarding the Obsidian Alchemist’s Conclave, reimagined as a hidden magical facility in the Sixth World. Their numbers and toxic bites make them a dangerous defensive measure.

Plaguevermin Swarm

  • (Critter)
  • Attributes:
  • Body: 2
  • Agility: 6
  • Reaction: 5
  • Strength: 2
  • Charisma: 1
  • Intuition: 4
  • Logic: 2
  • Willpower: 3
  • Edge: 3
  • Initiative: 9 + 1d6
  • Defense Rating: 4
  • Condition Monitor: 9 (Physical)
  • Skills: Close Combat 6, Perception 5, Stealth 6
  • Powers:
    • Swarm Attack: The swarm engulfs a target within 2 meters, making a Close Combat attack (6 dice) that deals 4P damage (ignores nonmagical armor). On a hit, the target must make a Body + Willpower test (TN 4) or be paralyzed for 1d4 combat turns (cannot act). The target can attempt a new test each round to end the effect early.
    • Swarm Nature: The swarm takes half damage from attacks that target a single creature but full damage from area effects (e.g., grenades, fire). It is immune to effects requiring a single target (e.g., grappling).
    • Aetheric Sustenance: In a high-magic area (like the Conclave), the swarm regains 1 box of damage per combat turn.
    • Relentless Pursuit: The swarm gains +2 dice to Close Combat attacks if the target attempts to flee.
  • Weaknesses: Vulnerable to area effects (e.g., fire, explosives); such effects deal +2 damage.
  • Gameplay Notes: In Shadowrun, the Plaguevermin Swarm is a dangerous critter for runners infiltrating a magical facility like the Conclave. Its Swarm Attack and paralyzing toxin make it a deadly threat, while its Swarm Nature ensures it’s resistant to single-target attacks. Runners might counter it with grenades or flamethrowers to exploit its weakness to area effects. To balance, its Condition Monitor is low, and its paralysis can be resisted with a decent Body + Willpower roll, giving runners a chance to survive if they act quickly.

Starfinder (1st Edition): In Starfinder, the Plaguevermin Swarms are an alchemical horror from Saṃsāra, reimagined as an extraplanar swarm on a magical planet. Their numbers and toxic bites make them a dangerous defensive measure.

Plaguevermin Swarm

  • (CR 3)
  • NE Medium swarm (magical beast)
  • Initiative: +3
  • Senses: Darkvision 30 ft., low-light vision; Perception +8
  • EAC: 14; KAC: 15
  • HP: 40
  • Fort: +5; Ref: +7; Will: +4
  • Defensive Abilities: Swarm traits (immune to single-target effects, takes half damage from weapons); Immunities: Mind-affecting effects
  • Speed: 40 ft.
  • Melee: Swarming Bites +10 (2d6+3 P plus alchemical toxin)
  • Offensive Abilities: Alchemical toxin
  • Statistics: Str -1; Dex +3; Con +2; Int -4; Wis +1; Cha -2
  • Skills: Stealth +10
  • Languages: None
  • Special Abilities:
    • Alchemical Toxin (Su): A creature damaged by Swarming Bites must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 rounds (staggered for 1 round on a success). The creature can attempt a new save at the end of each of its turns to end the effect early.
    • Swarm Traits: The swarm takes half damage from weapons and is immune to single-target effects (e.g., grapple, stun). It takes 50% more damage from area effects (e.g., grenades, fire).
    • Aetheric Sustenance (Su): In a magical area (like the Conclave), the swarm regains 5 HP at the start of its turn.
  • Gameplay Notes:  In Starfinder, the Plaguevermin Swarm is a CR 3 creature, suitable for a party of 2nd- to 4th-level characters exploring a magical ruin on a Saṃsāra-like planet. Its Swarming Bites and paralyzing toxin make it a dangerous foe, while its Swarm Traits ensure it’s resistant to single-target attacks. Players might counter it with area-of-effect weapons (e.g., a frag grenade) or tech-magic hybrid gear to exploit its weakness to area damage. To balance, its HP is moderate, and the paralysis can be resisted with a decent Fortitude save, ensuring it’s a challenge but not overwhelming.

Traveller (2nd Edition, Mongoose Publishing): In Traveller, the Plaguevermin Swarms are an alchemical horror on a high-magic world like Saṃsāra, encountered during exploration. Traveller’s focus on realism makes them a hazardous swarm with toxic effects.

Plaguevermin Swarm

  • (Animal)
  • STR: 2
  • DEX: 8
  • END: 6
  • INT: 2
  • EDU: 0
  • SOC: 0
  • Hull Points: 0
  • Armor: 0
  • Skills: Athletics 2, Melee 2, Stealth 2
  • Attacks:
    • Swarming Bites (Melee 2, 1d6 damage)
    • Alchemical Toxin: On a hit with Swarming Bites, the target must make an END check (8+). On a failure, the target is paralyzed for 1d4 minutes (cannot act). The target can attempt a new END check each minute to end the effect early.
  • Special:
    • Swarm Nature: The swarm takes half damage from attacks that target a single creature but full damage from area effects. It is immune to effects requiring a single target (e.g., grappling).
    • Aetheric Sustenance: In a magical area, the swarm regains 1 END per minute.
    • Relentless Pursuit: The swarm gains a +2 DM to Melee attacks if the target attempts to flee.
  • Traits: Small (–1 DM to hit due to size).
  • Number Encountered: 1 (representing a large swarm)
  • Gameplay Notes: In Traveller, the Plaguevermin Swarm is a hazardous creature for a party exploring a Saṃsāra-like world. Its Swarming Bites and paralyzing toxin make it a deadly threat, while its Swarm Nature ensures it’s resistant to single-target attacks. Players might counter it with area effects (e.g., a flamethrower or explosive) to exploit its weakness. To balance, its END is low, and its paralysis can be resisted with a decent END check, fitting the system’s focus on survival and resourcefulness.

Warhammer Fantasy Roleplay (4th Edition): In Warhammer Fantasy Roleplay, the Plaguevermin Swarms are an alchemical horror guarding a Saṃsāra-like setting, fitting the grim and perilous tone. Their numbers and toxic bites make them a dangerous defensive measure.

Plaguevermin Swarm

  • (Beast)
  • M: 8
  • WS: 40
  • BS: —
  • S: 20
  • T: 30
  • I: 40
  • Agi: 40
  • Dex: 20
  • Int: 10
  • WP: 30
  • Fel: 10
  • W: 12
  • Traits:
    • Swarm: The swarm takes half damage from attacks that target a single creature but full damage from area effects. It is immune to effects requiring a single target (e.g., grappling).
    • Swarming Bites: WS 40, 4 Damage. On a hit, the target must make a Challenging (+0) Toughness test or be paralyzed for 1d4 minutes (cannot act). The target can attempt a new test each round to end the effect early.
    • Aetheric Sustenance: In a magical area, the swarm regains 1 Wound per round.
    • Relentless Pursuit: The swarm gains +10 to WS if the target attempts to flee.
  • Optional Traits:
    • Infected: The swarm’s bites carry disease; a failed Toughness test inflicts 1 Corruption point.
  • Gameplay Notes: In Warhammer Fantasy Roleplay, the Plaguevermin Swarm is a dangerous hazard for a party investigating a magical site like the Conclave. Its Swarming Bites and paralyzing toxin make it a deadly foe, while its Swarm trait ensures it’s resistant to single-target attacks. Characters might counter it with area effects (e.g., a firebomb or spell) to exploit its weakness. To balance, its Wounds are moderate, and the paralysis can be resisted with a successful Toughness test, ensuring it’s a challenge but not a party-killer.