Encounters: Anauroch - The Sword - Deep Desert (Night)
Swarm, Locust (CR 3)
Diminutive Vermin (Swarm)
Alignment: Always neutral
Initiative: +4 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +4
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Hit Dice: 6d8-6 (21 hp)
Fort +4, Ref +6, Will +2
Speed: 10 ft., fly 30 ft. (poor)
Space: 10 ft./0 ft.
Base Attack +3; Grapple -
Attack: Swarm
Full Attack: Swarm
Damage: Swarm 2d6
Special Attacks: Distraction
Abilities: Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2
Special Qualities: immune to weapon damage, swarm, vermin
Feats: -
Skills: Listen +4 and Spot +4
Advancement: -
Climate/Terrain: Temperate Planes
Organization: Solitary, cloud (2-4 swarms), or plague (11-20 swarms)
Treasure: None
Source: Monster Manual
Distraction (Ex): Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A locust swarm has a +4 racial bonus on listen and Spot checks.
A locust swarm surrounds and attacks any living prey it encounters. The swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.