Ecto Fragment, Mote (CR 2)
Alignment: Always neutral
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: brain sense, darkvision 60 ft., and Spot +4
AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Hit Dice: 4d8 (18 hp)
Fort +1, Ref +5, Will +3
Speed: Fly 60 ft. (perfect)
Space: 2 1/2 ft./0 ft.
Base Attack +3; Grapple -7
Full Attack: -
Special Attacks/Actions: Psionics
Abilities: Str 7, Dex 18, Con 10, Int 5, Wis 4, Cha 10
Special Qualities: ectoplasmic form
Feats: Improved Initiative; Iron Will
Skills: Spot +4
Climate/Terrain: Any (usually only on the Demiplane of Ectoplasm)
Organization: Solitary, pair, clutch (3-4), swarm (5-8), or flock (9-13)
Mixed groups of ecto fragments are common, and they generally just float along with whatever wind current carries them. This changes if they detect brain activity from something not of an ectoplasmic nature. When this occurs, they move to attack the source until the brain activity ends.
Psionics (Sp): Speck: At will -- far punch. Minim: At will -- finger of fire. Jot: At will -- lesser concussion (DC 1d20+1). Bit: At will -- fire fall (DC 1d20-2). Mite: At will -- concussion (DC 1d20+2). Mote: At will -- whitefire (DC 1d20+0).
Brain Sense (Ex): Ecto fragments can detect brain activity within 60 feet. Mindless creatures cannot be detected. If the source of this brain activity is not ectoplasmic in nature, the ecto fragment attacks it.
Ectoplasmic Form (Ex): The ecto fragment is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits. If targeted with a dismiss ectoplasm, it is dispersed, destroying it.