Swarm, Verx (CR 3)
Medium Aberration
Alignment: Always neutral
Initiative: +2 (Dex); Senses: blindsight, scent, and Spot +11
AC: 12 (+2 Dex), touch 12, flat-footed 10
Hit Dice: 4d8+4 (22 hp)
Fort +1, Ref +2, Will +2
Speed: 30 ft., burrow 10 ft., climb 10 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 2d4-2
Special Attacks/Actions: Infest
Abilities: Str 14, Dex 14, Con 12, Int 2, Wis 9, Cha 5
Special Qualities: swarm
Feats: -
Skills: Climb +4, Hide +14, Move Silently +6, and Spot +11
Advancement: 5-10 HD (Large); 11-16 HD (Huge)
Climate/Terrain: Underground
Organization: Colony (1-4)
Treasure/Possessions: None
Source:
Dragon #281
Blindsight (Ex): Verx can ascertain foes within 40 feet by scent.
Swarm (Ex): Verx attack and move as swarm. The swarm moves as a unit and is treated as a single creature for the purpose of spell effects. The verxs' small size allows the swarm to pass through openings as small as two inches in diameter. The swarm cannot be effectively grappled, bull rushed, or otherwise physically constrained so long as an opening two inches in diameter remains. (Thus verx swarms pass through most nets and cages.)
Infest (Ex): An opponent damaged by the verx swarm's melee attack must make a Fortitude save (DC 13) or be infested. Tiny verx burrow within the creature's body causing damage and making it difficult to concentrate.
The infestation causes 1d4 points of Constitution damage that cannot be healed until a remove disease spell is cast upon the infested victim.
Infested creatures must make a Concentration check (DC 10 + the amount of Constitution damage done by infesting verx) to do actions that require patience and concentration (such as moving silently or casting spells). A remove disease spell destroys all infesting verx and nullifies this problem.
Skills: Verx swarms can hide in nooks and crannies that a Medium-size creature could not take advantage of and thus receive a +10 racial bonus to hide checks. Although incapable of sight, the many individual verx tasting the air in search of prey gives a verx swarm a +10 racial bonus to Spot checks.
Verx dig a complex maze of tunnels as their lair. These tunnels run through the center of a stalagmite or stalactite and branch through up to 30 feet of its immediate vicinity. Verx wait in these burrows for creatures to near their holes, then attack in a swarm. Verx kill prey and drag remains, bit by mangled bit, into their maze of tunnels for future consumption.