Abyssal Plague Swarm
Medium elemental beast (demon, swarm)
Level 12 Skirmisher XP 700

HP 121; Bloodied 60Initiative +14
AC 26, Fortitude 22, Reflex 25, Will 24Perception+11
Speed 5Darkvision
Resist 10 necrotic, 10 psychic, half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks

Traits

Frenzied Swarm (necrotic, psychic) Aura 1

Any enemy that ends its turn in the aura takes 10 necrotic and psychic damage.

Swarm

The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for a Tiny creature.

Standard Actions

Crushing Will (psychic) At-Will

Attack: Melee 1 (one creature); +15 vs. Will

Hit: 3d6 + 10 psychic damage.

Effect: Before or after the attack, the swarm shifts up to 2 squares.

Infestation (disease, psychic) Recharge when the attack misses

Attack: Melee 1 (one creature); +15 vs. Fortitude

Hit: 4d8 + 7 psychic damage, and the target is dominated (save ends). The swarm is then removed from play. When the domination ends, the swarm reappears in an unoccupied square adjacent to the target, or in the nearest unoccupied square if that one is occupied.

    Aftereffect: The target takes ongoing 5 psychic damage and is dazed (save ends both). At the end of the encounter, the target makes a saving throw. On a failure, the target contracts greater Abyssal plague (stage 1).

Str 16 (+9)                Dex 22 (+12)                Wis 20 (+11)
Con 17 (+9)                Int 14 (+8)                Cha 13 (+7)

Alignment Chaotic Evil        Languages -

Level 13 DiseaseGreater Abyssal Plague

Those infected by this disease slowly develop oozing sores, blisters, and growths that appear to be made of dark red crystal with silver veins and gold flecks. The crystal can be in either liquid or solid form.

Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target exhibits sores and growths across 10 percent of the body and loses a healing surge. While the target is in this stage, any uninfected creature that spends at least 8 hours with the target must succeed on a DC 14 Endurance check at the end of that creature’s next extended rest or also become infected (stage 1).
Stage 2: While affected by stage 2, the target has sores and growths over 50 percent of the body and loses a healing surge. The target also takes a -2 penalty to AC, Fortitude, and Reflex, and it gains vulnerable 5 to all damage. While the target is in this stage, any uninfected creature that spends at least 8 hours with the target must succeed on a DC 14 Endurance check at the end of that creature’s next extended rest or also become infected (stage 1).
Stage 3: While affected by stage 3, the target has sores and growths over 90 percent of the body and loses two healing surges. The target also takes a -2 penalty to AC, Fortitude, and Reflex, and it gains vulnerable 10 to all damage. In addition, the target becomes increasingly disoriented and chaotic as the demonic nature of the disease takes hold. While the target is in this stage, any uninfected creature that spends at least 8 hours with the target must succeed on a DC 20 Endurance check at the end of that creature’s next extended rest or also become infected (stage 1).
Stage 4: The target dies, exploding into three Abyssal plague swarms.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1, 2, or 3.
13 or lower: The stage of the disease increases by one.
14-19: No Change
20 or higher: The stage of the disease decreases by one.

Published in Dungeon Magazine 192.