Cythnigot Swarm CR 3
CE Tiny outsider (chaotic, evil, extraplanar, qlippoth, swarm)
Init +1; Senses darkvision 60 ft., detect law, detect magic; Perception +5
AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
hp 32 (6d10)
Fort +3, Ref +8, Will +3
Half damage from piercing and slashing weapons, DR 5/cold iron or lawful; Immune cold, poison, mind-affecting effects; immune: swarm traits; Resist acid 10, electricity 10, fire 10
Weaknesses swarm traits
Speed 40 ft., fly 60 ft. (good)
Melee swarm (1d6 plus spores)
Space10 ft.; Reach 0 ft.
Special Attacks distracting, horrific appearance (10 feet, DC 9)
Spell-Like Abilities (CL 6th, concentration +4)
Constant—detect law, detect magic, fly
1/day—soften earth and stone, warp wood
1/week—commune (six questions)
Str 12, Dex 12, Con 11, Int 11, Wis 8, Cha 7
Base Atk +3; CMB +2; CMD 13 (21 vs. trip)
Feats Lightning Reflexes, Weapon Finesse
Skills Acrobatics +7 (+11 jump), Fly +15, Knowledge (nature) +6, Knowledge (planes) +6, Perception +5, Stealth +15
Languages Abyssal; telepathy (touch)
Environment any (Abyss)
Organization solitary or bloom (2–12)
Distracting (Ex) Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level).
Horrific Appearance (Su) Creatures that succumb to a cythnigot's horrific appearance become sickened for 1 round—a cythnigot's horrific appearance only functions to a range of 10 feet. Once a creature makes a saving throw against a particular cythnigot's horrific appearance, that creature is immune to the horrific appearance of all cythnigots for 24 hours. A spellcaster that has a cythnigot as a familiar is immune to the horrific appearance of all cythnigots, and also gains a +4 bonus on saving throws made against any qlippoth's horrific appearance.
Spores (Su) Any creature bitten by a cythnigot must make a DC 11 Fortitude save or become infested by the creature's otherworldly spores. These spores cause twitching spikes and hideous pallid growths of hair-like fibers to erupt from the bite wound and to writhe and wrap around the target's limbs. A creature suffering from these spores is entangled, and can attempt a new DC 11 Fortitude save in later rounds as a standard action to rip the tendrils free and escape the entangled condition. The effects of multiple cythnigot bites on a creature do not stack. Plant creatures take a –4 penalty on saves against this effect. This is a disease effect. The save DC is Constitution-based.