Scarab Swarm

This mass of iridescent blue-black insects emits a foul stench and carries with it a cloud of filthy dust.

CR: 3 XP: 800


N Fine vermin (swarm)


Init: +0 Senses: darkvision 60 ft. Perception: +4


Defense

AC: 18, touch 18, flat-footed 18 (+8 size)


hp: 22 (4d8+4)


Fort: +5 Ref: +1 Will: +1, +4 vs. disease and paralysis


Defensive Abilities: swarm traits


Immune: mind- affecting effects, weapon damage


Offense

Speed: 30 ft., climb 10 ft., fly 20 ft. (clumsy)


Melee: swarm (1d6 plus disease and distraction)


Space: 10 ft. Reach: 0 ft.


Special Attacks: distraction (DC 13)


Statistics

Str: 1 Dex: 10 Con: 13 Int: — Wis: 11 Cha: 2


Base Atk: +3 CMB: — CMD: —


Skills: Climb +8, Fly +0, Perception +4, Racial Modifiers +4 Perception


Ecology

Environment: warm deserts


Organization: solitary, pair, or infestation (3–6)


Treasure: none


Description

Disease (Ex) Filth fever: Swarm—injury; save Fort DC 13; onset 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Scarab beetles often mass in swarms and terrorize remote desert regions. These vermin are a threat to ancient tombs as they chew their way through the interred.

A scarab swarm comprises thousands of scarab beetles, each filthy from its constant contact with dung and carrion. Normally inattentive toward other creatures, scarab swarms subject those who get in their way to thousands of sharp bites as well as an infectious disease. Indeed, the bites of a scarab swarm are the least of their victims’ worries, as the disease they carry claims far more lives than their hunger. Some religious scholars theorize that scarabs are prone to swarming because they’re drawn to the same malign energy that causes undead to rise, though most people regard this explanation as pure superstition. Some worshipers of gods of death see the arrival of a scarab swarm as a portent of ill fortune.

Source: Pathfinder Roleplaying Game Bestiary 5