Amphibious (Aquatic Swarm). The Swarmblood can Breath Air or Water.
Flutterfall (Wing Swarm). The Swarmblood is Immune to Fall Damage and always Lands on their feet Provided that they are conscious.
Hollow Husk Body. The Swarmblood Succeeds Death saves on a Roll of 8 or higher.
Keen Hearing and Smell (Pest Swarm). The Swarmblood has advantage on Wisdom (Perception) checks that rely on Hearing or Smell.
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.
Subspecies. The Swarmblood possesses one of 5 Different Types of Swarms (Aquatic, Crawling, Pest, Vespin, Wing), and Gains a Trait Associated w/ it.
Swarms Release (1/Turn). The Swarmblood can Stand up without expending Movement or Escape from a Grapple as a Free Action. (Swarmblood Ability)
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Stinger (Vespin Swarm). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage, and 1 Poison Damage.
Watching Swarm. The Swarmblood releases it's Brood from its Body, Until it Uses a Bonus action to Recall it's Broot it gains advantage on all Wisdom (Perception) Checks that Rely on sight (Swarmblood Ability).
Creeping Crawlers (Crawling Swarm). 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.
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