AC
11
Initiative
+1 (11)
HP
19
(3d8 + 6)
Speed
20 ft., Climb or Fly 20 ft. (DM's choice)
Mod | Save | ||
---|---|---|---|
STR | 3 | -4 | -4 |
DEX | 13 | +1 | +1 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 1 | -5 | -5 |
WIS | 7 | -2 | -2 |
CHA | 1 | -5 | -5 |
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Blindsight 30 ft., Passive Perception 8
Languages
--
CR
1/2 (XP 100; PB +2)
Traits
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
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 insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.
Actions
Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied.
They don't have all the different variations of swarms now?
There wasn't much difference between them, to be fair.
I use a slight rule variation for these to make them more of a threat. I consider that if a swarm hits then they have successfully crawled into gaps in clothing or armour. They will then automatically hit each turn afterwards.