Fyrefly Swarm (CR 4)
Fine Magical Beast (Swarm)
Alignment: Usually chaotic neutral
Initiative: +7; Senses: darkvision 60 ft., low-light vision, Listen +5, and Spot +5
AC: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Hit Dice: 5d10 (27 hp)
Fort +4, Ref +8, Will +2
Speed: Fly 50 ft. (perfect)
Space: 10 ft./0 ft.
Base Attack +5; Grapple -
Full Attack: Swarm
Damage: 2d4 combustion (Ref save negates), 1 bite 80% chance
Special Attacks/Actions: Combustion, distraction
Abilities: Str 1, Dex 25, Con 8, Int 9, Wis 12, Cha 13
Special Qualities: immunity to fire, partial immunity to cold, vulnerability to water, swarm traits
Feats: Ability Focus (combustion), Alertness
Skills: Hide +20, Listen +5, Move Silently +8, and Spot +5
Climate/Terrain: Warm and temperate forest
Organization: 1000 (swarm)
The adult fyrefly is not aggressive in the least. When it comes into contact with anything flammable, it sets objects ablaze, and it can use this ability to defend itself - unless it is in a swarm.
Generally, fyrefly swarms form only on starry nights. They attack randomly until the sun rises, they're defeated in combat, or 2d4 hours pass, whichever occurs first. The swarm sets afire all flammable substances it touches.
A victim in contact with the swarm has an 80 percent chance per round of being stung or bitten, suffering 1 point of damage. Additionally, he has a 100 percent chance of suffering 2d4 points of fire damage, unless he saves (Reflex), in which case he suffers no damage. A victim within five feet of the swarm must save (Reflex) or suffer 1d4 points of heat damage.
Each point of damage inflicted on the swarm kills 1d20 fyreflies. If half the swarm is killed, the survivors scatter. Darkness and similar spells that completely or partially obscure the swarm's view of the stars also scatter them.
Combustion (Ex): Any creature that begins its turn with a fyrefly swarm in its space must succeed on a DC 14 Reflex save or take an extra 2d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d6 rounds after the fyrefly swarm's last successful attack. Any flammable materials in a swarm's space also ignite immediately. The save DC is Constitution-based.
Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a fyrefly swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time it would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.
Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.
A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature.
A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes attacks of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. (A swarm of 15,000 centipedes is ten centipede swarms, each swarm occupying a 10-foot square.) The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures (see Winds, page 95 of the Dungeon Master's Guide). For example, a swarm of locusts (a swarm of Diminutive creatures) can be blown away by a severe wind. Wind effects deal 1d6 points of nonlethal damage to a swarm per spell level (or Hit Dice of the originating creature, in the case of effects such as an air elemental's whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.
Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
|Swarm HD||Swarm Base Damage|
|21 or more||5d6|
A swarm's attacks are nonmagical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction (Ex): Any living creature vulnerable to a swarms damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in a swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.