Medium Humanoid (Any Race), Any Alignment
Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Senses Darkvision 60 ft, Passive Perception 10
Languages Common And any one language
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Hollow Husk Body. The Swarmblood Succeeds Death saves on a Roll of 8 or higher.

Safe within the Nest. The Swarmblood can release it's Brood at will But doing so disables it from Using Swarmblood Abilities (Listed on Statblock), Additionally when the Swarm is Exposed and the Swarmblood Takes Bludgeoning, Piercing, or Slashing Damage, it takes 1 additional Point of Damage of that type.

Swarms Release (1/Turn). The Swarmblood can Stand up without expending Movement or Escape from a Grapple as a Free Action. (Swarmblood Ability)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Reactions

Creeping Crawlers. When the Swarmblood is Hit by a Melee attack the Swarmblood can release Creatures from its Swarm Forcing the attacker to make a DC 11 Wisdom Saving Throw. On a Failed save the attacking Creature has Disadvantage on attack rolls and Skill Checks until the end of its Next turn, On a Success the Creature is Immune to this Reaction for 24 Hours. (Swarmblood Ability)

Description

Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

Comments

Posts Quoted:
Reply
Clear All Quotes