Cat Swarm
Tiny Animal (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, swarm traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 6
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +7, Move Silently +9, Spot +7
Feats: Alertness, Improved Initiative, Stealthy, Weapon FinesseB
Environment: Temperate plains
Organization: Solitary, or clutter (2-4 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment:

A mewling mass of felines they approach hungrily.
Cats do not normally form swams, but a cat swarm is not entirely unheard of when they have been influenced in some way such as by an elder cat, sorcery, demonic presences, a haunting, or the commands of a werecat.

Combat:

A cat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 2d6 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 swarm in its square must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: Cat swarms have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cat swarms have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Cat Swarm, Dream Blooded
Tiny Magical Beast (Augmented Animal, Swarm)
Hit Dice: 8d8+8 (44 hp)
Initiative: +8
Speed: 40 ft. (6 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, magic draining claws
Special Qualities: Damage reduction 5/magic, half damage from slashing and piercing, improved evasion, low-light vision, swarm traits
Saves: Fort +7, Ref +10, Will +3
Abilities:
Str 4, Dex 19, Con 12, Int 6, Wis 12, Cha 10
Skills:
Balance +10, Climb +6, Hide +16*, Jump +10, Listen +7, Move Silently +9, Spot +7

Feats:
Alertness, Improved Initiative, Stealthy, Weapon FinesseB
Environment:
Temperate plains
Organization:
Solitary, clutter (2-4 swarms), or colony (5-12)
Challenge Rating:
4
Treasure:
None
Alignment:
Usually true neutral
Advancement:
None
Level Adjustment:


Dream blooded cats are those which carry within them the lineage of familiars and cats from the plane of dreams. In solitude they are indistinguishable from regular cats but when gathered in numbers a strange intelligence will come to them. Excessive cruelty to cats can cause a few dream blooded cats to gather instinctively summoning more cats to their side and forming a swarm in the name of vengeance. Once formed these swarms tend to grow as the cats remain together to both capitalize and maintain their newfound intellect.

Combat:

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Magic Draining Claws (Su): Any creature which is damaged by a dream blooded cat swarm’s swarm attack loses an equal amount of PP (or spell points or MP) or equivalent spell slots (1st level spell = 1 PP, 2nd = 3 PP, 3rd = 5 PP, 4th = 7 PP, etc). If the creature has neither they will lose uses of non at-will spell-like abilities as if they were spell slots of those levels; if they lack those as well they are immune. A creature always loses the lowest level spell slot which will completely cover the PP loss, or if it is greater than the amount from their highest level spell they lose their highest level slot and an additional slot to make up the difference (it is possible for this to repeat, for example if you take 16 PP damage and only have 4 level spells you'd lose 2 4th level slots each covering 7 of the PP lost and 1 2nd level slot covering the remaining 2).

Skills: Dream Blooded Cat swarms have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. They have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.