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Template Grafts | Universal Monster Rules

The Swarm

Source Alien Archive pg. 110
Originally an insectile race called the kucharn, the Swarm is now a single-minded collective with a desire to consume all things and absorb their best qualities into itself. The Swarm moves from planet to planet in tremendous organic hive-ships, reducing each so-called “feeder world” to a barren husk incapable of supporting life, and occasionally altering its own DNA in the process to take on qualities from that world’s species. Once it has consumed everything of use on a planet, the Swarm moves on, not bothering to hold territory.

Ironically, one of the most violent races in the galaxy also birthed one of the most peaceful, as a mutation within a sub-hive gave life to the shirrens, who broke away to form a new species. The Swarm is notorious not just because of the invasion that finally ended hostilities between the Pact Worlds and the Veskarium, but also thanks to the warnings of shirrens, who understand the Swarm’s might and its hunger as no other race can.

While individual components of the Swarm have some form of intelligence—or at least a set of complex programmed behaviors that resembles intellect—they cannot generally be reasoned with in any fashion. Swarm components rarely communicate with other creatures, as they see every alien entity as either a food source or a threat. The Swarm’s morale is unbreakable, and while individual components might retreat for tactical reasons, fear is utterly unknown to the Swarm and its components.

The Swarm rarely wields manufactured weapons, instead integrating biotechnology grown or grafted onto component creatures. Because of its constant genetic upgrading and experimentation, the Swarm encompasses components with a wide variety of shapes, sizes, and capabilities, from the mighty dreadlancers to the microscopic, bloodstream-infesting toxicytes.

Aliens in "The Swarm" Family

Swarm Corrovox3
Swarm Dredger (Troop)5
Swarm Mindreaper7
Swarm Thresher Lord10

The Swarm, Klendat

Source Starfinder #43: Icebound pg. 60

Klendat CR 11

XP 12,800
CE Huge monstrous humanoid
Init +0; Senses blindsense (vibration) 30 ft., blindsight (thought) 100 ft., darkvision 60 ft.; Perception +20


HP 155
EAC 23; KAC 24
Fort +10; Ref +12; Will +16
Defensive Abilities Swarm mind; Immunities acid, fear effects; SR 22
Weaknesses vulnerable to critical hits


Speed 20 ft.
Melee claw +20 (2d10+13 S; critical wound [DC 20])
Space 15 ft.; Reach 15 ft.
Offensive Abilities psychic interrogation
Spell-Like Abilities (CL 11th)
1/day—ectoplasmic eruption (DC 22), hold monster (DC 22)
3/day—mental block (DC 21), mind thrust (3rd level, DC 21), psychokinetic strangulation (DC 21), synaptic pulse (DC 21)
At will—mystic cure (2nd-level), spider climb


STR +2; DEX +0; CON +2; INT +8; WIS +5; CHA +3
Skills Computers +20, Engineering +25, Mysticism +25
Languages Shirren; telepathy 100 ft.


Environment any
Organization solitary

Special Abilities

Psychic Interrogation (Su) As a standard action, a Swarm klendat can bore into the mind of a single target within 100 feet that it can sense with its blindsight. The target must succeed at a DC 20 Will save or be stunned for 1 round, take 4d10 damage, and the klendat gets the answer to one question of its choice from the target’s mind. Targets that successfully save still take 2d10 damage. This is a mind-affecting effect.
Vulnerable to Critical Hits (Ex) The klendat is mostly brain matter, and some attacks tear through its delicate neurons to deal especially severe wounds. When a creature hits a Swarm klendat with a critical hit, it deals an additional 50% damage (after the critical damage is calculated).


Few explorers have ever seen a Swarm klendat. Indeed, even those who successfully defend their worlds against the Swarm never come close to one. For a time, they were thought to be mere legend, but an intrepid crew of Starfinders managed to pierce the front line of a Swarm invasion to bring back evidence of their existence. The Veskarium has set a bounty for the live capture of such a creature, but no one has managed to claim the money.

Klendats dwell at the center of massive Swarm bioships or deep underground in subterranean lairs dug into conquered planets. There, they coordinate information, lead subcolonies, and arrange logistics for the Swarm’s inevitable effort to devour the galaxy. When components are wounded and judged too valuable to waste, they’re brought to a klendat to be healed.

A klendat is a squat Swarm component vaguely shaped like a beetle with a collection of scuttling legs tucked under its form. When it rises up on these appendages, a klendat can reach a height of 14 feet. Brain matter comprises most of a klendat’s carapace, which makes it uniquely vulnerable. Its wings are largely vestigial. However, the creature wields potent psychic powers, is highly resistant to magic, and can quite capably defend itself and the chamber from which it directs other Swarm components.