Squirrelwind
CREATURE 10 +19; darkvision
Acrobatics +22, Stealth +16
Str +6, Dex +7, Con +3, Int +0, Wis +3, Cha +0
AC 32; Fort +15, Ref +23, Will +17
HP 130; Immunities paralyzed, poison, precision, sickened, sleep, swarm mind; Resistances physical 10
Swarm 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.
fly 75 feet; swiftness
Melee Gust +22 (finesse, reach 20), Damage 2d12+10 bludgeoning plus Push
Melee Squirrel +22 (deadly d10, thrown 30, versatile s), Damage 2d4+10 bludgeoning
Squirrel Surge (flourish)
Each enemy within the squirrelwind's chittering aura takes 1d8 slashing damage.
Swiftness
The squirrelwind's movement doesn't trigger reactions.
Push 10 feet
The monster's last action was a successful Strike that lists Push in its damage entry
The monster attempts to 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.
Pathfinder Blog: April Fool's BestiaryOGL