Thousand Thieves

Level 16 / Medium / aberration

Level16
Armor Class40
Hit Points220
Perception+29
Speed35 feet, Climb 30 feet
STR+4modifier
DEX+8modifier
CON+7modifier
INT+6modifier
WIS+5modifier
CHA+2modifier
Saving Throws

Fortitude +25, Reflex +31, Will +27

Skills

Acrobatics +30, Deception +28, Occultism +26, Society +28, Stealth +32, Thievery +32

Senses

Darkvision, Tremorsense 30 feet Imprecise

Languages

Aklo, Common, Sakvroth, Shadowtongue

Immunities

Precision, Swarm Mind

Resistances

Physical 15, Poison 15

Weaknesses

Area Damage 15, Splash Damage 15

Actions & Abilities

Dagger

Attack +32

Damage: 3d4+10 Piercing

Dagger

Attack +32

Damage: 3d4+10 Piercing

Fist

Attack +32

Damage: 1d4+10 Bludgeoning

Vermin Dart

Attack +30

Damage: 3d8+10 Piercing

All-Around Vision

Passive

Swarm Mind

Passive

Discorporate

Passive

When the swarm strider is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the swarm strider can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the swarm strider permanently. The invertebrates have a collective pool of 55 HP, and the same AC, saves, immunities, resistances, and weaknesses as the swarm strider. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the swarm strider.

Clinging Remnants

Passive

A swarm strider's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 4d4[persistent,piercing] damage.

Draw Bugs

1 action

The swarm strider draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 20 HP. At the GM's discretion, the swarm strider doesn't recover HP in areas where there aren't enough arthropods to call to themselves.

Liquid Delirium

Passive

Saving Throw

Maximum Duration 6 rounds

Stage 1 4d6 poison and Stupefied 1 (1 round)

Stage 2 4d6 poison and Stupefied 2 (1 round)

Stage 3 4d6 poison, stupefied 2, and by a random object (1 round)

Stage 4 with no Perception check to wake up (1 round)

Scuttling Shift

2 actions

The thousand thieves reverts to a swarm using Swarm Getaway, Sneaks up to their Speed, coalesces into their normal form, and Hides. This movement doesn't trigger reactions.

Sneak Attack

Passive

The thousand thieves Strikes deal an additional 3d6 precision damage to creatures.

Squirming Injection

1 action

The swarm strider Strides. If they end their movement sharing a space with a creature, they deal 6d6[piercing] damage to the creature, with a and exposing the target to liquid delirium. The swarm strider can Burrow, Climb, Fly, or Swim instead of Striding if they have the corresponding movement type.

Swarm Getaway

1 action

The thousand thieves collapses into a shapeless swarm of their constituent creatures. They drop all but up to 3 Bulk of held, worn, or carried objects in their possession.

In this form, the thousand thieves can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. They can use the same action to coalesce from their swarm shape back into their normal form.

As the swarm moves, the thousand thieves carries these objects if they can fit through the spaces the swarm moves through. The thousand thieves automatically dons any of the objects they desire when they reform. If the thousand thieves is , Swarm Getaway doesn't reveal their location.

Creature Abilities

Discorporate. When the swarm strider is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the swarm strider can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the swarm strider permanently. The invertebrates have a collective pool of 55 HP, and the same AC, saves, immunities, resistances, and weaknesses as the swarm strider. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the swarm strider.

Clinging Remnants. A swarm strider's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 4d4[persistent,piercing] damage.

Draw Bugs. The swarm strider draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 20 HP. At the GM's discretion, the swarm strider doesn't recover HP in areas where there aren't enough arthropods to call to themselves.

Liquid Delirium. Saving Throw

Maximum Duration 6 rounds

Stage 1 4d6 poison and Stupefied 1 (1 round)

Stage 2 4d6 poison and Stupefied 2 (1 round)

Stage 3 4d6 poison, stupefied 2, and by a random object (1 round)

Stage 4 with no Perception check to wake up (1 round)

Scuttling Shift. The thousand thieves reverts to a swarm using Swarm Getaway, Sneaks up to their Speed, coalesces into their normal form, and Hides. This movement doesn't trigger reactions.

Sneak Attack. The thousand thieves Strikes deal an additional 3d6 precision damage to creatures.

Squirming Injection. The swarm strider Strides. If they end their movement sharing a space with a creature, they deal 6d6[piercing] damage to the creature, with a and exposing the target to liquid delirium. The swarm strider can Burrow, Climb, Fly, or Swim instead of Striding if they have the corresponding movement type.

Swarm Getaway. The thousand thieves collapses into a shapeless swarm of their constituent creatures. They drop all but up to 3 Bulk of held, worn, or carried objects in their possession.

In this form, the thousand thieves can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. They can use the same action to coalesce from their swarm shape back into their normal form.

As the swarm moves, the thousand thieves carries these objects if they can fit through the spaces the swarm moves through. The thousand thieves automatically dons any of the objects they desire when they reform. If the thousand thieves is , Swarm Getaway doesn't reveal their location.

Source, license, and attribution

Source: Pathfinder Monster Core 2 (remaster-core-2026-08-10)

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core 2 (c) 2025, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, Joshua Birdsong, Logan Bonner, Jason Bulmahn, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Adam Daigle, Katina Davis, Jesse Decker, Darrin Drader, Felix Dritz, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Hexe Fey, Benjamin Fields, Keith Garret, Scott Gladstein, Leo Glass, Matthew Goodall, Alice Grizzle, T.H. Gulliver, Sen H.H.S., Steve Hammond, Tim Hitchcock, Joan Hong, Vanessa Hoskins, James Jacobs, Brian R. James, Michelle Jones, TJ Kahn, Mikko Kallio, Jason Keeley, Joshua Kim, Avi Kool, John Laffan, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Mahpiya, Philippe-Antoine Menard, Jacob W. Michaels, Patchen Mortimer, Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Nelson, K. Tessa Newton, Tim Nightengale, Samantha Phelan, Randy Price, Stephen Radney-MacFarland, BJ Recio, Jessica Redekop, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Mark Seifter, Chris Sims, Rodney Sloan, Shay Snow, Kendra Leigh Speedling, Amber Stewart, Jeffrey Swank, Tan Shao Han, Russ Taylor, William Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.

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