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Fine Outsider (Chaotic, Extraplanar, Swarm)
Hit Dice: 10d8+10 (55 hp)
Initiative: +10
Speed: 5 ft. (1 square), fly 40 ft. (Perfect)
Armor Class: 20 (+4 Size, +6 Dex), Touch 20, Flat-Footed 14
Base Attack/Grapple: +10/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Bewilderment, Spell-Like Abilities
Special Qualities: Damage Reduction 10/Lawful, Darkvision 60 ft., Free Movement, Hive Mind, Immune to Weapon Damage, Immune to Wind, Immunity to Sonic, Resistance to Acid 5, Cold 5, Electricity 5 and Fire 5, Spell Resistance 20, Swarm Traits.
Saves: Fort +8, Ref +13, Will +10 (+12 versus Illusions)
Abilities: Str 1, Dex 22, Con 13, Int 12, Wis 16, Cha 19
Skills: Bluff +17, Concentration +14, Disguise +21 (+23 Acting in character), Escape Artist +9, Forgery +12, Hide +35, Knowledge: Arcana +7, Knowledge: The Planes +11, Listen +13, Move Silently +19, Sense Motive +16, Spellcraft +11, Survival +8 (+10 On other planes)
Feats: Ability Focus (Bewilderment), Improved Initiative
Environment: Limbo
Organization: Solitary, Flock (2-6 Swarms) or Tide (7-12+ Swarms)
Challenge Rating: 9
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 11-19 HD (Lesser) 20+ HD (Greater)
Level Adjustment: -
A more potent swarm of Chaos Butterflies, it is unknown what causes Lesser Chaos Butterfly Swarms to be so much more powerful than it's Least kin. Those academics given to the study of such things have, however, noted that there is usually a rough correlation between the age of a Swarm and it's power, but exceptions abound throughout Limbo.
Lesser swarms bear the enhanced durability typical of Outsiders that Least swarms conspicuously lack, with a strange resemblance to the Slaad in the specifics. They are also notably smarter, but the key distinction is in the the scale and breadth of the arcane might they wield. Lesser Swarms has a much broader and more potent selection of Spell-Like Abilities, demonstrating some ability in relation to transformative effects and matters of life and death that Least swarms show no inkling of.
Apart from their greater power and intelligence, Lesser Swarms otherwise act little differently from a Least Swarm. They will no longer enter into familiar bonds with talented mortals, but their increased powers allows them to act as valuable allies to those they take a liking to none the less. Those who can impress a Lesser Chaos Butterfly swarm, typically with a demonstration of creativity or artistic talent, though other methods have been known to work as well, will typically find the swarm volunteering the use of one or more of it's Spell-Like Abilities on their behalf. Beware though, Chaos Butterflies are creatures of whimsy and mischief and keeping one around in the long term can often be more trouble than it is worth.
Combat
Similarly to a Least swarm, Lesser swarms prefer to engage opponents indirectly via their array of potent illusions. Their expanded abilities allow them to work more elaborate tricks however, and they frequently set them up in advance and conceal them from paranoid spellcasters using a False Vision. They also make better use of their weather manipulation, harassing opponents indirectly with devastating storms and hurricane winds. It will likely also take the opportunity to inspect it's foes using Detect Magic, Detect Law, Detect Chaos and it's ranks in Spellcraft, attempting to assess the strengths and weaknesses of the target or targets, as well as any specific magical effects they might rely on in order to target them with Dispel Magic at a later date.
If a Swarm has time to prepare for combat it will typically ensure that harsh weather prevails, using spells like Control Winds, Sleet Storm, Obscuring Mist and Control Weather whilst relying on their immunity to the effects in order to attack with an advantage. Before combat begins a swarm will also normally attempt to use it's Protection From Law, Displacement, Nondetection, Invisibility and Mirror Image Spell-Like Abilities to protect itself.
Once combat begins the swarm will typically move into melee, attempting to envelop the most dangerous enemy present in the hopes that it's Bewilderment attack will neutralise the threat. Adjacent foes are also tempting targets. It will then begin attacking using Call Lightning, Dispel Magic, Rainbow Pattern, Shatter, Baleful Polymorph, Chaos Hammer, Ice Storm and Phantasmal Killer as appropriate, assuming that it managed to worsen the weather before the fight began. If attacked without time to properly prepare, the swarm's first actions will, barring the possibility of escape under Invisibility, be to stir up the strongest winds it can with Control Winds, followed by applying Protection From Law and Displacement, preferably whilst positioning itself to catch any obvious spellcasters in it's Bewilderment.
A Lesser Chaos Butterfly swarm’s attack is treated as a chaotic-aligned weapon and a magic weapon for the purpose of overcoming damage reduction, dealing 2d6 points of damage to any creature whose space it occupies at the end of its move.
Bewilderment (Ex): Any creature that begins its turn with a Lesser Chaos Butterfly swarm in its space must succeed on a DC 20 Will save or be affected as though by a Confusion spell for 1d2 rounds. This is a Mind-Affecting Pattern effect. The save DC is Charisma-based.
Free Movement (Su): Chaos is nearly impossible to pin down, and Lesser Chaos Butterfly swarms reflect this in their very being. As such, via the collective magic of the swarm, a Lesser swarm can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. This ability is identical to the Scout ability of the same name (page 13 of Complete Adventurer) except that it is unaffected by the use of armour. This ability only functions for a Lesser Chaos Butterfly swarm with at least 1 hit point per Hit Die (or 10 hit points, for a standard Lesser Chaos Butterfly swarm). When a Lesser Chaos Butterfly swarm is reduced below this hit point threshold, this ability ceases to function.
Hive Mind (Ex): Any Chaos Butterfly swarm with at least 1 hit point per Hit Die (or 10 hit points, for a standard Lesser Chaos Butterfly swarm) forms a hive mind, giving it an Intelligence of 12. When a Chaos Butterfly swarm is reduced below this hit point threshold, it becomes mindless.
Immune to Wind (Su): Chaos has never been a force for consistency. Though the flapping of their wings can trigger storms and hurricanes, Chaos Butterflies themselves feel not a thing, oblivious to the storms they brew. Through the collective magic of the swarm, a Chaos Butterfly swarm with at least 1 hit point per Hit Die (or 5 hit points, for a standard Least Chaos Butterfly swarm) is completely immune to the effects of high winds, storms and other adverse weather conditions (including the vulnerability to high winds possessed by most swarms).
Malleability (Ex): Due to their nature as a collective of thousands of much smaller creatures, Chaos Butterfly swarms are able to arrange themselves into virtually any shape they desire. This does not in any way alter their traits, save for changing the the space that they occupy, though they cannot exceed the shapeable 10 ft. cube that they would normally assume. They may reduce the amount of space the swarm occupies however, by crowding together tightly. This ability allows the swarm to mimic the shape of virtually anything it can imagine and then apply their Disguise Self ability to complete the disguise, explicitly allowing the shapes and formations assumed with this ability to count as the base body type used for the spell. Rearranging and coordinating the swarm in this way is a Move action.
Skills: A Chaos Butterfly swarm has a +4 racial bonus on Hide checks, Disguise checks and Survival checks made to navigate Limbo.
Spell-Like Abilities: At Will - Dancing Lights, Detect Chaos, Detect Law, Detect Magic, Disguise Self, Ghost Sound (DC 14), Gust Of Wind (DC 16), Mage Hand, Protection From Law, Silent Image (DC 15), Tongues; 3/Day - Call Lightning (DC 17), Control Winds (DC 19), Dimension Door, Dispel Magic, Displacement, Invisibility, Mirage Arcana (DC 19), Mirror Image, Nondetection, Obscuring Mist (DC 15), Persistent Image (DC 19), Rainbow Pattern (DC 18), Shatter (DC 16), Wind Wall (DC 16); 1/Day - Baleful Polymorph (DC 19), Break Enchantment, Chaos Hammer (DC 18), Control Weather, Death Knell (DC 16), False Vision, Ice Storm, Phantasmal Killer (DC 18), Programmed Image (DC 20), Raise Dead, Sleet Storm. Caster level 10th. The save DCs are Charisma-based.
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Freedom From All Things (Su): Restraining a creature of such anarchic power as a Greater Chaos Butterfly swarm is a physical impossibility, chaos simply can not be restrained. Even death itself has a difficult time laying claim to one such as this. As such, a Greater swarm can slip out of bonds, grapples, and even the effects of confining spells easily and is immune to all death spells, magical death effects, energy drain, negative energy effects, all mind-affecting spells and effects, information gathering by divination spells or effects and all other devices and spells that detect, influence, or read emotions or thoughts, up to and including Limited Wish, Miracle, and Wish if they are used in this way. This ability duplicates the effects of the Death Ward, Freedom of Movement and Mind Blank spells, except that it is always active. This ability only functions for a Greater Chaos Butterfly swarm with at least 1 hit point per Hit Die (or 20 hit points, for a standard Greater Chaos Butterfly swarm). When a Greater Chaos Butterfly swarm is reduced below this hit point threshold, this ability ceases to function.
Spell-Like Abilities: At Will - Control Weather, Dancing Lights, Control Winds, Death Knell, Detect Chaos, Detect Law, Dimension Door, Discern Lies, Disguise Self, Displacement, Greater Arcane Sight, Greater Invisibility, Mage Hand, Mirror Image, Major Image, Magic Circle Against Law, Tongues, True Seeing, Shatter, Wind Wall; 3/Day - Baleful Polymorph, Break Enchantment, Call Lightning Storm, Chaos Hammer, Cloak Of Chaos, Dispel Law, False Vision, Finger Of Death, Greater Dispel Magic, Greater Teleport, Ice Storm, Mirage Arcana, Permanent Image, Phantasmal Killer, Plane Shift, Programmed Image, Prismatic Spray, Prismatic Wall, Reverse Gravity, Scintilating Pattern, Screen, Sleet Storm, Storm Of Vengeance, Sunburst, Telekinesis, Whirlwind; 1/Day - Earthquake, Freedom, Maze, Mordenkainen's Disjunction, Polymorph Any Object, Prismatic Sphere, Time Stop, True Resurrection, Weird, Word Of Chaos. Caster level 20th. The save DCs are Charisma-based.