ok, i'm ready for this one. looking at it again, it might be better to work some some sort of "pseudo-gestalt" rather than a swarm. yes, the song works in large groups, but for physical attacks it seems they break down into groups of 5.
O2 Blade of Vengeance – (don’t have, could someone who does post the original stats?)
AC9
FLITTERLING
Armour Class: 6
Hit Dice: 5* (1 hp each)
Move: 30' (10')
flying 60' (20')
Attack: 1 small sword or song
Damage: 1 or 2 and see below
No. Appearing: 0 (50-300)
Save As: Elf I
Morale- 8
Treasure Type: Nil
Intelligence: 12
Alignment: L
XP Value: 6
Flitterlings are small, silver-coloured humanoids about one-quarter of an inch tall. They are of delicate appearance and look like small pixies armed with slender silver swords.
Flitterlings attack only in self-defence and their preferred means of doing so is by singing. A group of 50 flitterlings can create a song that has the same effect as a charm monster spell on one opponent. Additional groups of flitterlings can attempt to charm other creatures, but two groups cannot attempt to charm the same one. Flitterling groups are also able to create a song which has the same effect as a fear spell. Both songs have a range of 60 feet and flitterlings are able to use each song once per day.
Flitterlings are not aggressive, but if forced, they will at attack in groups of 5, using their small swords. Roll once per round for each group of five. Armoured victims (and monsters, of AC 5 or better) suffer 1 point of damage for each successful attack. Unarmoured victims (and monsters of AC 6 or less) suffer 2 points. Attacks on flitterlings will kill a number equal to the damage rolled, but never more than five from one attack.
Flitterlings live in old hollow tree trunks or in specially hollowed-out mushrooms. Flitterlings are so closely linked with their home that they will die in 1-6 days if any irreparable damage is done to it. Their homes are always surrounded by rings of magical mushrooms of various colours which the flitterlings tend. Eating a mushroom has a magical effect according to its colour. The numbers of mushrooms in a typical ring and the effects of each colour are listed below:
No. Colour Effects
5-8 Blue - acts as a neutralise poison spell
5-8 Red - acts as a haste spell for 1 turn
3-6 Yellow - acts as a clairvoyance spell for 1 turn
7-12 Green - acts as a cure light wounds spell
40-60 Orange - acts as a nourishing meal; three will provide sustenance for one character for one day
The rings are vital to the flitterlings' existence and picking more than half of any particular kind kills the ring and causes the flitterlings to sicken and die in 1-6 days. Any character who befriends a group of flitterlings will be allowed to pick some of the mushrooms, but on no account will the flitterlings allow more than half to be picked. The flitterlings always fight to the death to defend their mushroom rings.
DMR2
Flitterling
Armour Class: 6
Hit Dice: 1/8* (1 hp each) (S)
Move: 30' (10')
Flying 60' (20')
Attack: 1 small sword or song
Damage: 1 or 2 and see below
No. Appearing: 0 (5d6x10)
Save As: Elf: I
Morale- 8
Treasure Type: Nil
Intelligence: 12
Alignment: Lawful
XP Value: 6
Monster Type: Humanoid (Rare)
Flitterlings are small, silver-colored humanoids about one-quarter of an inch tall. They are of delicate appearance and look like small pixies armed with slender silver swords.
Flitterlings attack only in self-defense and their preferred means of doing so is by singing. A group of 50 flitterlings can create a song that works like a charm monster spell on one opponent. Additional groups of flitterlings can attempt to charm other creatures, but two groups cannot attempt to charm the same one. Flitterling groups are also able to create a song which has the same effect as a cause fear spell. Both songs have a range of 60 feet. Flitterlings are able to use each song once per day.
Flitterlings are not aggressive, but if forced, they will at attack in groups of five, using their small swords. Roll once per round for each group of five. Armored victims (and monsters of AC 5 or better) suffer 1 point of damage for each successful attack. Unarmored victims (and monsters of AC 6 or less) suffer 2 points. Attacks on flitterlings will kill a number equal to the damage rolled, but never more than five from one attack.
Flitterlings live in old hollow tree trunks or in specially hollowed-out mushrooms. Flitterlings are so closely linked with their home that they will die in 1-6 days if any irreparable damage is done to them. Their homes are always surrounded by rings of magical mushrooms of various colors which the flitterlings tend. Eating a mushroom has a magical effect according to its color. The numbers of mushrooms in a typical ring and the effects of each color are listed below:
No. Color Effects
5-8 Blue Acts as a neutralize poison spell
5-8 Red Acts as a haste spell for 1 turn
3-6 Yellow Acts as a clairvoyance spell for 1 turn
7-12 Green Acts as a cure light wounds spell
40-60 Orange Acts as a nourishing meal; three will provide sustenance for one character for one day
The rings are vital to the flitterlings' existence. Picking more than half of any particular kind kills the ring and causes the flitterlings to sicken and die in 1-6 days. Any character who befriends a group of flitterlings will be allowed to pick some of the mushrooms, but on no account will the flitterlings allow more than half of one color to be picked. The flitterlings always fight to the death to defend their mushroom rings.
Terrain: Woods.