Zard SwarmZard


Zards are tiny 8-legged reptiles that have webbing between each leg allowing it to fly. At the end of each leg is a sharp claw, which it uses to hold on to whatever it is eating. Zards breathe air so they are mostly found near a source of fresh air, but some have been found in the phlogiston. Zards are born hungry. They eat anything they can chew, and have been know to eat their own kind if food runs low.

Zards are very tasty and are hunted for their meat by many wildspace races.

Combat

Zards travel together in wildspace linked by their claws. When they detect an object they swarm it. Once they land on it, they eat until there is nothing left.

Blindsight (Ex): Zards can "see" by emitting high-frequency sounds, inaudible to most creatures that allow them to locate objects and creatures within 200 feet. A silence spell negates this and renders the Zard blind.

Skills: * Skills Zards receive a +4 racial bonus to Spot checks. This bonus is lost if Blindsight is negated.

Zard Swarm

Tiny Magical Beast (Swarm)
Hit Dice: 8d10 (44 hp)
Initiative: +2 (Dex)
Speed: 5 ft. (1 squares), fly 50 ft. (average) (10 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +8 / —
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft. / 0 ft.
Special Attacks: Distraction
Special Qualities: Blindsight, Half damage from slashing and piercing, Swarm Traits
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 4, Dex 15, Con 10, Int 1, Wis 11, Cha 3
Skills: Listen +5, Spot +10*
Feats: Endurance, Iron Will, Weapon Finesse
Environment: Asteroids
Organization: Solitary, Colony (2-12 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment:

A cloud of blue and green reptiles advances in a devouring mass.

Combat

Zards often travel together in wildspace linked by their claws. When they detect an object they swarm it. Once they land on it, zards eat until there is nothing left.

Distraction (Ex): Any living creature that begins its turn with a zard swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Zard

Tiny Magical Beast
Hit Dice: 1/4 d10 (1 hp)
Initiative: +2 (Dex)
Speed: 5 ft. (1 squares), fly 50 ft. (average) (10 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1 / -10
Attack: Bite +5 melee (1d4-3)
Full Attack: Bite +5 melee (1d4-3)
Space/Reach: 2-1/2 ft. / 0 ft.
Special Attacks:
Special Qualities: Blindsight
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 4, Dex 15, Con 10, Int 1, Wis 11, Cha 3
Skills: Listen +2, Spot +6*
Feats: Weapon Finesse
Environment: Asteroids
Organization: Solitary, Pair, Pack (10-40)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: 1/2-1 HD (Tiny)
Level Adjustment:

The small, blue-green reptile has eight legs with a wing-like webbing running between them. It's mouth is full of needle-sharp teeth.

Combat

Some colonies of zards are so few in number that they are not treated as a swarm.