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Stymphalides Swarm

This cloud of long-necked birds rises into the air, screeching in a cacophony reminiscent of klaxons and clanging tools. As these avians flit among one another, their feathers glint with a metallic gleam, reflecting even the dimmest light back a hundredfold through a dim haze of blood.

Stymphalides Swarm CR 6

2,400 XP
N Tiny magical beast (swarm)
Init +8; Senses low-light vision; Perception +13

DEFENSE

AC 23, touch 17, flat-footed 18 (+4 Dex, +1 dodge, +6 natural, +2 size)
hp 52 (7d10+14)
Fort +7, Ref +9, Will +3
Defensive Abilities half damage from slashing and piercing weapons, swarm traits; DR 5/magic; Immune fire
Weakness sonic

OFFENSE

Speed 10 ft., fly 60 ft. (average)
Melee swarm +7* (2d6–2 plus bleed)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (1), dazzle, distraction (DC 15)

STATISTICS

Str 6, Dex 19, Con 14, Int 2, Wis 13, Cha 11
Base Atk +7; CMB —; CMD
Feats Alertness, Dodge, Improved Initiative, Step Up
Skills Fly +8, Perception +13

SPECIAL ABILITIES

Dazzle (Ex)

As a stymphalides swarm beats its wings, the birds’ steel feathers reflect light in blinding patterns of flashes and flares. While in an area of normal or brighter light, anyone who occupies the same square as a stymphalides swarm at the beginning of its turn must make a DC 15 Fortitude save. Those who fail are blinded for 1d4 rounds, while those who make their saves are dazzled until they spend 1 full round outside the swarm’s space. This is a sight-based effect.

*Editor's Note
Swarms do not make attack rolls therefore this bonus is likely an error. As such, GM's should ignore the attack modifier.