Sprite Swarm (CR 6/MR 2)

Thousands of tiny, colorful winged humanoids crawl from every corner of the forest to form this buzzing, writhing swarm.

Mythic Sprite Swarm (CR 6/MR 2)
XP 2,400
Pathfinder Campaign Setting: Fey Revisited
CN Diminutive fey (swarm)
Init +7; Senses low-light vision, detect evil, detect good; Perception +14


AC 20, touch 18, flat-footed 16 (+3 Dex, +1 dodge, +2 natural, +4 size)
hp 67 (10d6+32)
Fort +5, Ref +10, Will +7
Defensive Abilities swarm traits; DR 5/cold iron and epic; Immune weapon damage


Speed 15 ft., fly 60 ft. (perfect)
Melee swarm (2d6 plus distraction and stealMA)
Space 10 ft.; Reach 0 ft.
Special Attacks angry glow, concentrated rush, distraction (DC 16), hail of needlesMA, mythic power (4/day, surge +1d6), swirling spritesMA

Spell-Like Abilities (CL 5th; concentration +5)
Constant—detect evil, detect good
1/day—mass daze (DC 14)


Str 3, Dex 17, Con 14, Int 6, Wis 11, Cha 10
Base Atk +5; CMB —; CMD
Feats Alertness, Dodge, Extra Mythic PowerMF, Flyby Attack, Improved Initiative, Skill Focus (Perception)
Skills Fly +30, Intimidate +10, Perception +14, Sense Motive +9, Stealth +28
Languages Common, Sylvan
SQ mob mentality


Environment temperate forests
Organization solitary
Treasure incidental

Special Abilities

Angry Glow (Su) Once per minute, as a full-round action, the sprites within a swarm may coordinate their luminous glow in a searing flash, blinding creatures within 10 feet for 1d4 rounds. Creatures succeeding on a successful DC 17 Fortitude save are dazzled for 1 round. The save DC is Constitution-based.

Concentrated Rush (Ex) Once every 1d4 rounds, if more than one creature occupies a sprite swarm’s space, the swarm may use its attack action to concentrate on one of these creatures to deal 4d6 points of damage in place of its normal swarm damage. Other creatures within the horde’s space do not take swarm damage that round.

Hail of Needles (Ex) A mythic sprite swarm can release shoot a 15-foot cone of a shower of needle-like tiny arrows in a 15-foot cone at will as a standard action, dealing 1d4 piercing damage (DC 17 Reflex half ); creatures failing their saves to save take 1 point of bleed damage and are affected by the swarm’s distraction.

Mob Mentality (Ex) As long as a sprite swarm has at least 10 hit points, it retains its Intelligence score and can act accordingly. Even so, it cannot be targeted by mind-affecting spells or effects that target a single creature. If its hit points fall below 10, the swarm is considered mindless as the individual creatures within begin to panic.

Swirling Sprites (Su) A sprite swarm can create a hypnotic pattern (DC 12, caster level 10th) centered on itself at will as a full-round action, or a rainbow pattern (DC 14) as a standard action if it expends one use of mythic power.

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