Swarm, Scarab

Scarab Swarm (CR 3)
Fine vermin (swarm)
Init 10; Senses darkvision; Notice 10
Defense
AC 18, flat-footed 18
(+8 size)
HP* 22 (4d8+4)
Fort** +5, Ref +1, Will +1; +4 vs. disease and paralysis
Defensive Abilities swarm traits; Immune mind, weapon damage
Offense
Speed 30 ft., climb 10 ft., fly 20 ft.
Melee swarm (1d6 plus disease and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (F-DC 13)
Statistics
Str 1, Dex 10, Con 13, Int —, Wis 11, Cha 2
Base Atk +3; CMB —; CMD
Ecology
Environment desert
Organization solitary, pair, or infestation (3–6)
Treasure none
Special Abilities
Disease (Ex; Con) Filth fever: Swarm—injury; save Fort DC 13; track physical; frequency 1 day; cure 2 consecutive saves.

Scarab beetles often mass in swarms and terrorize remote desert regions. These vermin are a threat to ancient tombs as they chew their way through the interred.

A scarab swarm comprises thousands of scarab beetles, each filthy from its constant contact with dung and carrion.

Normally inattentive toward other creatures, scarab swarms subject those who get in their way to thousands of sharp bites as well as an infectious disease. Indeed, the bites of a scarab swarm are the least of their victims’ worries, as the disease they carry claims far more lives than their hunger.

Some religious scholars theorize that scarabs are prone to swarming because they’re drawn to the same malign energy that causes undead to rise, though most people regard this explanation as pure superstition. Some worshipers of gods of death see the arrival of a scarab swarm as a portent of ill fortune.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.