Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can't regain hit points or gain temporary hit points.
Swarm Tactics. The swarm has advantage on an attack roll against a creature if the swarm has more than half HP.
Keen Sight. The swarm has advantage on Wisdom (Perception) checks that rely on sight.
Pecks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Frenzy (swarm has more than half HP)(Recharge 5-6). One creature in the swarm's space must make a DC 13 Dexterity saving throw, taking 16 (4d8) piercing damage on a failed save, or half as much damage on a successful one.
Frenzy (swarm has half HP or less)(Recharge 5-6). One creature in the swarm's space must make a DC 13 Dexterity saving throw, taking 8 (2d8) piercing damage on a failed save, or half as much damage on a successful one.
Description
A huge grouping of multiple Bloodhawks. Usually 10 to 15 will swarm together to increase their odds of a successful hunt.
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Posted Oct 7, 2020Had a bunch of fun with this mob in my campaign and wanted to share. Had them battle while on the side of a mountain truly epic scene as this hoarde of hawks blocked out the sun.