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Warpmoth Swarm

Warpmoth Swarm CR 6

XP 2,400
N Fine vermin (swarm)
Init +5; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; Perception +13
Aura disorienting (15 ft., DC 14)

DEFENSE HP 90

EAC 18; KAC 20
Fort +8; Ref +10; Will +5
Defensive Abilities swarm defenses, void adaptation; Immunities swarm immunities

OFFENSE

Speed 30 ft., fly 30 ft. (Su, perfect)
Melee swarm attack (2d6 P)
Space 10 ft.; Reach 0 ft.
Offensive Abilities distraction (DC 14)

STATISTICS

Str –5; Dex +5; Con +3; Int —; Wis +0; Cha –3
Skills Acrobatics +13 (+21 to fly)
Other Abilities mindless

SPECIAL ABILITIES

Disorienting Aura (Ex)

A warpmoth swarm creates an oscillating light (colloquially called its warp) that is disorienting. A creature that is within this aura, can see the light, and fails a DC 14 Will saving throw can move at only half speed, rounded down to the nearest 5-foot increment. This is a mind-affecting effect.

ECOLOGY

Environment any vacuum
Organization solitary, pair, or delusion (3–6)

A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships.

Section 15: Copyright Notice

Starfinder Alien Archive 2 © 2018, Paizo Inc.; Authors: Alexander Augunas, Kate Baker, John Compton, Adam Daigle, Brian Duckwitz, Eleanor Ferron, Amanda Hamon Kunz, James Jacobs, Mikko Kallio, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Mark Moreland, Matt Morris, Adrian Ng, Joe Pasini, Lacy Pellazar, David N. Ross, Stephen Rowe, Chris Sims, Owen K.C. Stephens, James L. Sutter, and Russ Taylor.