Pathfinder 1e Spell Transmutation

Abyssal Vermin

You infuse the target with power from the Abyss, granting it the fiendish creature simple template.

School
Transmutation
Casting Time
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)
Target
One vermin or vermin swarm
Duration
1 minute/level
Saving Throw
Fort negates (see text)
Spell Resistance
Yes
Components
V S

You infuse the target with power from the Abyss, granting it the fiendish creature simple template. The swarm gains DR 5/good if it has at least 5 Hit Dice, or DR 10/good it if has at least 11 HD. It gains cold resistance 5 and fire resistance 5 if it has at least 5 HD, or cold resistance 10 and fire resistance 10 if it has at least 11 HD. It gains spell resistance equal to its CR + 6.

Once per day, it can smite good (as a swift action against a good opponent, the vermin adds its Charisma bonus to its attack rolls and its HD to its damage rolls until the opponent is dead). If the targeted vermin is under your command, it automatically fails its saving throw against this spell. This spell has no effect on vermin that already have the fiendish creature simple template.

View references and cross-links for Abyssal Vermin

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.