Medium Humanoid (Any Race), Any Alignment
Armor Class 12 varies
Hit Points 1 (1d4 + 1)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
8 (-1)
Senses Passive Perception 10
Languages Any one language
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Variants. The swarm has four variants: peasants, warriors, knights, and priests. Warriors have proficiency (+3) in all saving throws, attack rolls, ability checks. Knights have additional expertise in strength, dexterity, and constitution. Priests have additional expertise in Intelligence, Wisdom, and Charisma. Peasants use dice equal to d4's, warriors use d12's, knights use d20's, and priests have d8's. In a swarm, there are 100 peasants, 100 warriors, 20 knights, and 10 priests. Here's a basic template:

  • Peasant: AC 12 | HP 1000 (10*100) 
  • Warrior: AC 15 | HP 2000 (20*100)
  • Knight: AC 20 | HP 2000 (100*20)
  • Priest: AC 18 | HP 1000 (100*10)

Pack Tactics. The swarm has advantage on attack rolls against any creature within 5 feet of it.

Swarm Rules. For the purposes of single target attacks, the swarm is treated as a single creature. For the purposes of area of effects, the swarm is treated as a swarm. AOE damage recieved and damage dealt is multiplied by the number of squares it affects, to a maximum of the number of creatures remaining (henceforth referred to as X). The swarm may use all of its attacks, even if melee, on the same creature. The swarm can split its attacks to multiple creatures. Swarms can squeeze together (up to two) and through small spaces.

War Machines. Each swarm may move one war machine for every 20 creatures remaining. They may use these war machines as a free action. The war machine's attack modifier is equal to those that use them.

  • Ballista: AC 15 | HP 50. Bolt. Range 300/600 ft., one target. Hit: 16 (3d10) piercing damage.
  • Trebuchet: AC 15 | HP 150. Trebuchet Stone. Range 600/1,200 ft. (can't hit targets within 60 feet of it), one target. Hit: 44 (8d10) bludgeoning damage. Double damage to the obelisk.
  • Battering Ram: AC 15 | HP 300. Passively, the swarm's melee weapon attacks deals double damage to the obelisk.

Transportation. When destroyed, the following effects are achieved: All war machines on board are destroyed. All peasants and warriors drown. Knights and priests can swim, (halved movement, difficult terrain).

  • Cargoship. AC 8 | HP 1000 | 30 feet/round. Carries up to 400 creatures.
  • Warship. AC 15 | HP 300 | 60 feet/round. Carries up to 100 creatures.
  • Horses. AC 15 | HP 300 | Allows knights and priests to move 60 feet/round.

Bad, Tyrant DM. I won't roll for swarm damage rolls. I will roughly estimate distance traveled via the ruler in Owlbear.

Actions

Peasant's Tool. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Peasant's Rock. Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. Hit: 2 bludgeoning damage.

 

Warrior's Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Warrior's Longbow. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 11 (1d12 + 4) piercing damage.

 

Knight's Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 25 (2d20 + 4) slashing damage. Double damage to the obelisk.

Knight's Greatbow. Ranged Weapon Attack: +8 to hit, range 300/600 ft., one target. Hit: 15 (1d20 + 4) piercing damage.

 

Preist's Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Priest's Spell. The priests casts one of the following spells:

  • Fireball. As an action, they cast X fireballs. Saving throw DC 15.
  • Heal. As an action 10*X creatures within 120 feet regains 50 hitpoints. 
  • Counterspell. Target any spell whose path goes within 60 feet of them is subjected to Dispel Magic (+4). The number of dispels must be stated beforehand, and in a a round must not exceed X.
  • Teleportation Circle. As an action, they mark a point within 30 feet of them as a teleportation point. As an action, they can teleport up to 100 creatures in a circle to another within 1000 feet of another. 9th level spell.
  • Haste. As an action, 100 creatures have their movement doubled. 

 

Monster Tags: NPC

fred_GI

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