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
9/16/2021 12:00:16 PM
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Khazil5

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