Mad Monkeys

School conjuration (summoning)

Casting Time: 1 round
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Effect: swarm of monkeys
Duration: 1 round/level
Saving Throw: none; Spell Resistance no

You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm attempt against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.

Monkey Swarm CR 2

N Tiny animal (swarm)
Init +7; Senses low-light vision; Perception +5

DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 22 (3d8+9)
Fort +6, Ref +8, Will +2
Defensive Abilities half damage from weapons, swarm traits

OFFENSE

Speed 30 ft., climb 20 ft.
Melee swarm (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14)

STATISTICS

Str 7, Dex 16, Con 17, Int 2, Wis 12, Cha 11
Base Atk +2; CMB —; CMD —
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +11, Climb +10, Perception +5; Racial Modifiers +4 Acrobatics
SQ coordinated swarm

SPECIAL ABILITIES

Coordinated Swarm (Ex)

A monkey swarm coordinates its attacks more than a typical swarm, and deals swarm damage one step higher than a swarm of its HD would normally cause.

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