LN Diminutive magical beast (swarm)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +35
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 190 (20d10+80)
Fort +18, Ref +18, Will +11
Defensive Abilities swarm traits; Immune weapon damage
Speed 5 ft., burrow 5 ft., fly 90 ft. (good)
Melee swarm (6d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 24), ghost touch, reaping, whirlwind (at will, 10 ft. high, 6d6 damage, DC 24)
Str 3, Dex 19, Con 19, Int 3, Wis 15, Cha 15
Base Atk +20; CMB —; CMD —
Feats Acrobatic, Alertness, Great Fortitude, Hover, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Improved Natural Attack (swarm), Iron Will, Lightning Reflexes, Run, Skill Focus (Perception), Toughness, Wingover
Skills Fly +20, Perception +35
SQ swarm traits
Environment any land
Organization solitary, frenzy (2–8 swarms), or plague (9–27 swarms)
Distraction (Ex) A psychopomp swarm's distraction ability affects undead as if they were living creatures that were not immune to the nauseated condition.
Ghost Touch (Su) A psychopomp swarm's attacks, including its swarm attack and whirlwind attack, count as force effects for the purpose of affecting incorporeal creatures.
Reaping (Su) A psychopomp swarm's attacks, including its swarm attack and whirlwind attack, ignore damage reduction. Whenever a psychopomp swarm damages a creature with an equal or lower CR than itself, that creature loses any fast healing, regeneration, rejuvenation, or similar ability it possesses until the end of its next turn, and any phylactery it possesses is destroyed. If two or more psychopomp swarms fill a single continuous space, each of those swarms counts as having a CR equal to their combined ECL for the purpose of this ability.
Whirlwind (Ex) A psychopomp swarm's whirlwind attack deals damage equal to its swarm attack. The DC of a psychopomp swarm's whirlwind attack is Constitution-based.