Psi Fly Swarm

beast (swarm) · CR 2 · from Book of Beasts II · by Robert J. Hall
Psi Fly Swarm
StatisticValue
Size/TypeDiminutive Vermin (Swarm, Psionic)
Hit Dice4d8 (18 hp)
Initiative+4
Speed20 ft. (4 squares), fly 20 ft. (poor)
Armor Class18 (+4 size, +4 Dex), touch 18, flat footed 14
Base Attack/Grapple+3/―
AttackSwarm (1d6 plus daze)
Full AttackSwarm (1d6 plus daze)
Space/Reach10 ft./0 ft.
Special AttacksDistraction, daze
Special QualitiesDarkvision 60 ft., swarm traits, vermin traits
SavesFort +4, Ref +5, Will +0
AbilitiesStr 1, Dex 18, Con 10, Int ―, Wis 10, Cha 2
SkillsListen +4, Spot +3
FeatsWeapon FinesseB
EnvironmentTemperate forest
OrganizationSolitary, cloud (2–7 swarms)
Challenge Rating2
TreasureNone
AlignmentAlways neutral
Advancementnone
Level Adjustment―

Description

A low, steady hum fills the air around a large, swirling cloud of dark insects.

This is a type of carnivorous, flying beetle with a dark gray shell that emits a low humming sound while in flight. These insects swarm together and seek out living creatures, the larger the better. They possess unusually long feelers that emit a strong psionic field which disrupts the thought processes of creatures caught within their swarm.

Combat

Like any swarm, a psi fly swarm will seek to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Creatures are swarmed until they are stripped to the bone.

Distraction (Ex): Any living creature that begins its turn with a psi fly swarm in its space must succeed on DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Daze (Ex): Any living creature with an Intelligence score that begins its turn with a psi fly swarm in its space must succeed on a DC 14 Will save or be dazed for 1 round. The save DC is Wisdom-based and includes a +2 racial bonus. This is a psionic effect.

Also in this section of the source

Science Fiction Creatures

The following creatures are suitable for use in a science-fiction campaign. Some of these creatures have been engineered to hunt intelligent life forms, and so are highly dangerous. Many others are quite alien in nature, and so the game referee could rule that mind-effecting abilities, poisons, and diseases can be expected to be much less effective when targeted against a species originating on a different world. The particulars of these variances will depend on the campaign. Likewise none of the languages have been detailed for intelligent aliens since these will also be campaign-dependent.

All 820 monsters in the Netbook Bestiary