Illumination. The swarm sheds bright light in a 30-foot radius and dim light in an additional 30 feet. If the swarm has half its hit points or fewer, both radiuses are halved.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through a space as narrow as 1 inch wide without squeezing. The swarm can’t regain hit points or gain temporary hit points.
Water Susceptibility. For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. The swarm makes a Burning Bites attack against each creature whose space it occupies.
Burning Bites. Melee Weapon Attack: +10 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage + 14 (4d6) fire damage, or 7 (2d6) piercing damage + 7 (2d6) fire damage if the swarm has half of its hit points or fewer.
Description
Cinder Swarms are one of the most dire of dangers one can encounter while traversing the ashlands of the Satarian Empire. These sinister clusters of Tiny fire elementals may look like small clouds of harmless embers at a distance, but the terrifying stories told by travellers who have encountered Cinder Swarms speaks to the opposite. Driven by a ferocious need to ignite and incinerate anything they come across, a Cinder Swarm needs only seconds to turn an entire caravan into a pile of ash and scorched bone.
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