Armor Class
13
Natural armor
Hit Points
40
(6d8 + 13)
Speed
30 ft.
STR
14
(+2)
DEX
16
(+3)
CON
16
(+3)
INT
4
(-3)
WIS
14
(+2)
CHA
5
(-3)
Senses
Passive Perception 12
Languages
--
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
summoned. When you summon the swarm of beasts you may roll on this tabel to determine its trait. choose the appropriate table. Choosing the air table gives you a 60 ft. fly speed but reduces your hitpoints by 10. choosing the water table gives you a swimming speed of 30 ft and the swarm can breathe underwater but your movement speed out of the water is halved. If it is appropriate you can change the size of the swarm to huge.
| d12 | land | trait |
| 1 | sheep | the swarm has resistance against bludgeoning damage. |
| 2 | rats | the swarm has a climbing speed of 30 ft in addition to its normal movement. |
| 3 | boars | whenever the swarm has moved 20 ft on its turn and the first attack after its movement hits a creature smaller than huge. The target is knocked prone. |
| 4 | geese | the swarm has a flying speed of 50 ft and a swimming speed of 30 ft in addition to its normal movement. |
| 5 | constrictor snakes | whenever the swarm deals more than 20 damage to a single creature the creature is restrained until the end of its next turn |
| 6 | beavers | all attacks of the swarm have a +1 on attack and damage rolls and a swimming speed of 30 ft. |
| 7 | otters | your swarm starts with an extra 5 hit points and a swimming speed of 30 ft. |
| 8 | tressym | the swarm has advantage on saving throws against spells and a flying speed of 60 ft. |
| 9 | velociraptors | the swarm attacks with advantage as long as it has more than 10 hit points remaining. |
| 10 | poisonous frogs | whenever the swarm is damaged by an attack or spell, all creatures within 5 ft of the swarm take 1d4 poison damage. |
| 11 | armadillos | the AC of your swarm increases by 3. |
| 12 | Spiders | Whenever the swarm hits a creature with an attack of opportunity the target is restrained until the end of its next turn. In addition the swarm has a climbing speed of 30 ft. |
| d8 | air | trait |
| 1 | bats | the swarm gains blindsight of 60 ft. |
| 2 | hawks | the swarm has advantage on the first attack of its turn |
| 3 | vultures | the swarm has advantage on attacks against already damaged creatures |
| 4 | owls | the swarm cannot be targetted by attacks of opportunity. |
| 5 | flying squirrels | any creature damaged by the swarm is grappled until the end of its next turn. |
| 6 | tressym | the swarm has advantage on saving throws against spells. |
| 7 | flying snakes | any creature hit by an attack of the swarm is poisoned until the end of its next turn |
| 8 | insects | any humanoid damaged by the swarm that has lesser than 10 remaining hitpoints is frightened for 1 minute |
| d8 | water | trait |
| 1 | penguins | the swarm may dash as a bonus action in water |
| 2 | piranhas | the swarm has advantage on attacks against already damaged creatures |
| 3 | jellyfish | whenever the swarm deals more than 20 damage to a single creature the creature is stunned until the end of its next turn |
| 4 | squids | whenever the swarm takes damage underwater all other creatures within 5 ft of the swarm are blinded until the end of the turn |
| 5 | electric eels | the swarms attacks deal an extra 1d4 lightning damage |
| 6 | beavers | all attacks of the swarm have a +1 on attack and damage rolls. |
| 7 | otters | your swarm starts with an extra 5 hit points. |
| 8 | sharks | the swarms attacks deal an extra 1d4 piercing damage |
Actions
Multiattack. The swarm makes a number of attacks equal to its hitpoints divided by 5 (rounded down).
Natural Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing or slashing damage.
Lair and Lair Actions
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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9/16/2021 12:00:16 PM
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2
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0
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1
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Coming Soon
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