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 crawling claw. The swarm can't regain hit points or gain temporary hit points.
Turn Immunity. The swarm is immune to effects that turn undead.
Undead Nature. The swarm is made of tiny undead that don't require air, food, drink, or sleep.
Claws. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) bludgeoning damage plus 14 (4d6) slashing damage, or 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage if the swarm has half of its hit points or fewer.
Description
Crawling claws are detailed in the Monster Manual. If a group of crawling claws becomes large enough, such as when a necromancer or warlock accumulates an entire horde of crawling claws, the DM can use these swarm statistics instead of using statistics for each individual crawling claw in the group.
Swarms of beasts are dangerous enough, but a swarm made of undead can be even more difficult to disperse. Undead can be commanded to swarm, but they usually form swarms as an accidental result of necrotic energy lingering over many scattered remains.
Turning Swarms. Swarms of undead have a special relationship with effects that turn undead. Driving away the undead can cause them to scatter, disturbing the cohesion of the swarm just as damaging the individuals would do. Clerics that turn undead may find the entire swarm routed just as quickly as it appeared, assuming the swarm is made of undead that can be turned.
Undead Nature. These swarms are made of tiny undead that don't require air, food, drink, or sleep.
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