Mockingbird Swarm
NE Tiny animal (swarm; talking)
Init +6; Senses low-light vision, scent; Perception -2
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
Defensive Abilities swarm traits
Offense
Speed 5 ft., fly 60 ft.
Space 10 ft.; Reach 0 ft.
Special Attacks shining song (DC 12), snatch +8
Statistics
Str 2, Dex 15, Con 13, Int 6, Wis 6, Cha 13
Base Atk +2; CMB —; CMD —
Feats Improved Initiative, Skill Focus (bluff)
Skills Bluff +8, Fly +14
Special Abilities
Shining Song (Sp) The mockingbird swarm can release beautiful bursts of song, dazzling all those who hear it. As long as the mockingbirds sing, they take the forms of beautiful, shimmering creatures—more like miniature peacocks than songbirds. Anyone who sees this display must make a Will save or be fascinated for 2d6 rounds. Creatures who cannot hear gain a +2 bonus on this save. Being grappled by the swarm does not negate this fascination, and in fact anyone caught within the swarm's area must save again at the end of the swarm's turn if they weren't already fascinated. Whenever the swarm is damaged, they must make a Concentration check, using Charisma as their base stat, to maintain the song—DC 11+damage dealt.
Snatch (Ex) A mockingbird swarm can attempt to snatch up any targets within their area. They roll against the target's CMD—success indicates that the target is caught within the swarm. The target gains the entangled condition. On subsequent rounds, the mockingbird swarm can move the target with additional checks, even lifting them up into the air (the swarm's carrying capacity is 300 lbs, and they fly at half speed while lifting anyone).