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.
