Medium Swarm of Tiny beasts, Neutral Evil
Armor Class 14 natural and dex
Hit Points 168 (24d10 + 48)
Speed 20 ft., Walk 40 ft.
STR
2 (-4)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
14 (+2)
CHA
19 (+4)
Damage Immunities Cold
Condition Immunities Grappled, Paralyzed, Restrained
Senses Darkvision 60', Passive Perception 14
Languages Telepathy 80'
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting.

Spell Attack Modifier +8
Spell Save DC 16

Cantrips Known: Dancing Lights, Fire Bolt, Mage Hand, Mending, Message, True Strike

 

Prepared Spells

1st Level (4 slots): Burning Hands, Mage Armor, Magic Missile

2nd Level (3 slots): Invisibility, Crown of Madness

3rd Level (3 slots): Fly, Fireball, Lightning Bolt

4th Level (3 slots): Dimension Door

5th Level (2 slots): Cone of Cold, Dominate Person

but they can use more effective spells.
Mind Blast (Su): This attack is a 60-foot cone. Anyone
caught in this cone must succeed on a Will save (DC 23) or
be stunned for 3d4 rounds. A greater pack can use this ability
at will.

 

Actions

 

Action Melee Attack. 5d6 +9 to hit 

 

Reactions

Reaction Name. Cold immunity, darkvision 60 ft., hive
mind, low-light vision, merge swarms, SR 26, swarm
regeneration, swarm traits, telepathy

Merge Swarms (Ex): Two lesser cranium rat packs can
move into the same space and merge into a single swarm,
becoming an average pack. Likewise, two average packs can
merge together into a greater pack. Merging in this fashion
is a full-round action.
Swarm Regeneration (Ex): When a greater cranium
rat pack is reduced to 0 hit points, it does not scatter.
Instead, it becomes an average pack. Likewise, when an
average pack is reduced to 0 hp, it becomes a lesser pack.
When a lesser pack is reduced to 0 hp, it is destroyed. This
transformation is instantaneous.
Telepathy (Su): A greater pack of cranium rats can communicate
telepathically with any creature within 80 feet
that has a language.
Skills: Cranium rat swarms have a +8 racial bonus on
Climb checks and can always choose to take 10 on Climb
checks, even if rushed or threatened.
Feats: alert, spell sniper, war caster

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: UnderwaterUrban

1stLvlBlueMonkey

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