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 insect. The swarm can't regain hit points or gain temporary hit points. (Through any means other than "Replication")
Burrowing "Insects". The swarm can choose to burrow into the ground to evade targets and move freely without being targeted. Burrowing or Re-Emerging takes a bonus action, and the swarm moves at half speed while underground. This action can only be taken on surfaces soft enough for burrowing.
Consumption. If the swarm is given access to a fresh corpse, it may spend a bonus action consuming the meat to regain 1d6+1 hitpoints per turn.
If a swarm is healed to full health, a new swarm may be produced with any excess HP generated. This new swarm acts on the same initiative as it's "parent" swarm - and may take it's own Consumption action on its next turn.
Corpse Rules :
Tiny Corpse - 1 turn to Consume
Small Corpse - 2 Turns to Consume
Medium Corpse - 4 Turns to Consume
Large Corpse - 8 Turns to Consume
Huge Corpse - 16 Turns to Consume
Gargantuan Corpse - 32 Turns to Consume
(Multiple Swarms may Consume the same corpse, and thereby consume the corpses faster as a result)
Sting (Swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: (2d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take (1d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sting (Swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: (1d4 + 1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take (1d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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