Size/Type: Tiny Animal (Swarm)
Hit Dice: 8d8 (36 hp)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 15 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Improved Initiative, Stealthy, Weapon FinesseB
Environment: Temperate Plains
Organization: Domesticated, solitary, pack (1-4 swarms), or infestation (7-12 swarms)
Challenge Rating: 3
Alignment: Always neutral
Level Adjustment: —
A housecate swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
A housecat swarm has a +4 racial bonus on Climb, Hide and Move Silently checks, and a +8 racial bonus on Jump checks. A cat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
I was an awful GM
9 minutes ago