SquirrelwindCreature 10
Source Pathfinder Blog: April Fool's Bestiary
Perception +19 (darkvision)
Languages none
Skills Acrobatics +22, Stealth +16
Str +6, Dex +7, Con +3, Int +0, Wis +3, Cha +0
AC 32; Fort +15; Reflex +23; Will +17
HP 130
Speed 0 feet (fly 75 feet)
Immunities paralyzed, poison, precision, sickened, sleep, swarm mind
Resistances Physical 10
Gust
+22 (+17, +12) to hit (finesse, reach 20) 2d12+10 BludgeoningSquirrel
+22 (+17, +12) to hit (deadly d10, thrown 30, versatile s) 2d4+10 BludgeoningSwarm Mind
This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Chittering (auditory, aura)60 feet. The chitters of wind-buffeted squirrels disrupts the senses, making air and ground within the emanation difficult terrain for all creatures that hear the sound.
Squirrel Surge
(flourish)Each enemy within the squirrelwind's chittering aura takes 1d8 slashing damage.
SwiftnessThe squirrelwind's movement doesn't trigger reactions.
Push 10 feet
Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.