Explosive. Any time the swarm takes damage, each creature within 5 feet of the swarm must succeed on a DC 12 Dexterity saving throw, taking fire damage equal to the amount of damage taken by the swarm on a failed save, or half as much on a success.
Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.
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 exploding parrot. The swarm can't regain hit points or gain temporary hit points.
Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Dive Bomb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 9 (2d8) bludgeoning damage, or 4 (1d8) bludgeoning damage if the swarm has half of its hit points or fewer. The swarm takes the same amount of damage which can’t be reduced in any way.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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10/22/2019 7:44:22 PM
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127
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0
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1
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8/9/2020 12:53:30 AM
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114
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1
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1
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5/8/2021 8:34:06 PM
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115
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0
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1
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6/1/2021 2:27:29 AM
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116
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0
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1
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6/2/2021 10:55:22 PM
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117
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0
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1.0
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2/18/2022 8:31:41 PM
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119
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1
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1.0
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2/25/2022 12:11:52 AM
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119
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0
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1.0
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Coming Soon
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