Fine Vermin (Swarm, Earth, Wildspace)
Hit Dice: 5d8+5 (27 hp)
Initiative: +5 (Dex)
Speed: 5 ft. (1 squares), burrow 5 ft. (1 squares), fly 60 ft. (perfect) (12 squares)
Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +3 / —
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft. / 0 ft.
Special Attacks: Distraction, Poison
Special Qualities: Immune to weapon damage, Spell Resistance 12, Swarm Traits, Vermin Traits, Wildspace Traits[new]
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 1, Dex 20, Con 12, Int —, Wis 10, Cha 6
Skills: Spot +4*
Feats:
Environment: Asteroids
Organization: Solitary, shimmer (2-5 swarms), or glare (6-15 swarms)
Challenge Rating: 3
Treasure: Quadruple gems
Alignment: Always neutral
Advancement: None
Level Adjustment:

A loud droning noise accompanies the sparkling, multi-colored cloud of bejeweled insects.

A buzzjewel swarm is a mass of shining, gemstone-colored insects. They are native to wildspace and asteroid fields, and are attracted to bright light sources, much like moths. The minerals of asteroids with high gem content are their primary diet—they do not eat flesh or plants.

Their bodies are composed partly of gemstones of different colors. Buzzjewels that died or have been killed leave behind a small, ornamental gemstones worth 1d6 gp—with a 1 in 1000 chance of one with a higher value. (Treat this as quadruple gems for a swarm.) These are the remains of their mineral diet.

Combat

Buzzjewels are timid around living creatures. If attacked, they passively tolerate 1d4 rounds of combat, after which time they attack everyone in sight.

Buzzjewels attack with their tiny pincers, and can inject the chemical they use to burrow through rock. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a buzzjewel swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Wildspace Traits[new] (Ex): Buzzjewels don't require air to survive.

Skills: * Buzzjewels receive a +4 racial bonus to Spot checks.

[new] - See Monsters in Spelljammer.