My setting is plagued by a species of pseudo-Lovecraftian, semi-alien sound/music-based creatures known as the Dark Song. I'm not feeling particularly verbose tonight so I'll save further overall flavor explanations for by request, while detailing out the basics for each statblock.
The most basic, most common variant of Dark Song are the simple Notes - ambulatory, near-shapeless masses of sound whose only comprehension is their own alien melodies. Unlike most Dark Song, Notes are mindless oozes rather than aberrations. They respond instinctively to the commands of any other type Dark Song, so long as they are near enough to perceive their music. When without an intelligent form of life to command them, they instinctively swarm toward living things, engulfing them and consuming their remains for sustenance.
This buzzing black sphere floats erratically through the air, trailing a pair of ephemeral tails or tassels in its wake.
CN Tiny Ooze [Chaotic, Sonic, Songspawn]
Init +1 Senses Perception +3, Blindsight 60 ft.
AC 14 (+1 Dex, +3 size) Touch 14 Flat-Footed 13
HP 5 (1d8+1)
Fort +1 Ref +1 Will -5
Immune Ooze traits, sonic
Speed 10 ft., fly 40 ft. (perfect)
Melee slam +1 (1d2-2 + 1d4 sonic)
STR 6 DEX 12 CON 12 INT -- WIS 1 CHA 4
Base Atk +0 CMB -3 CMD 6 (can't be tripped)
Feats Weapon Finesse (Bonus)
Languages Aklo, Dark Song (cannot speak)
Special Attacks accent
SQ silence aversion, song, tie
Accent (Su) Once every 1d4 rounds as a standard action, a Sedicesimo can unleash a pulse of sound from its body that deals 1d6 points of sonic damage to all creatures within 5 feet. Any creature damaged by the accent must make a DC 11 Fortitude save or be deafened for 1 round.
Silence Aversion (Ex) Notes cannot enter silence effects; if the spell is cast with one inside its range, it is shunted to the nearest square outside the border, and are pushed away from its edge as if bull rushed (no CMB check necessary) if the AoE attempts to move into or through their space. If silence is cast on a Sedicesimo and it fails its Will save, the spell deals 1 point of untyped damage per caster level to the Sedicesimo before ending completely.
Song (Ex) Dark Song are composed of living sound. They are immune to all sound-based effects. If a Songspawn takes sonic damage, it forgoes any saving throw and is healed by 1 hit point for every 2 points of damage the attack would have dealt as if it had failed its saving throw. It is immune to any effects caused by a sonic effect, such as deafening. Dark Song use their Constitution rather than their Wisdom for Perception checks, and gain a bonus on Perception equal to double their hit dice. They are immune to Wisdom damage or drain.
Tie (Su) Notes can bond together and combine into stronger, larger Note types. Two Notes must be of the same type to tie, and the process takes a standard action. Two Sedicesimo can combine, transforming into a single Ottavo with the combined hit point total of the two Sedicesimo or an Ottavo's maximum hit points, whichever is less.
That took stupidly longer than it should and I didn't even get the flavor text done. Bluh. I'll try to get the rest of the Notes - Ottavo, Quarto, Mezzo, and Tutto - statted up tomorrow, then get started on the other, sentient Song after.