| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 12 | +1 | +1 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 8 | −1 | −1 |
| CHA | 6 | −2 | −2 |
Nature's Hide. While in one of their natural habitats, the scuttlers can attempt to Hide even when only lightly obscured by foliage, heavy rain, and other natural phenomena, and have advantage on stealth checks while around such effects.
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 creature. The swarm can’t regain hit points or gain Temporary hit points.
Gnaw. Melee Attack Roll: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 4 piercing damage plus 5 (2d4) poison damage, or 2 piercing damage plus 2 (1d4) poison damage if the swarm is Bloodied
Acid Rain (Recharge 5-6). The swarm fills a 10-foot-radius Sphere originating from a point within 30 feet of it with a rain of acid. Dexterity Saving Throw: DC 11, any creature within the area. Failure: 10 (4d4) acid damage. Success: 5 (2d4) acid damage.
If the swarm is Bloodied, creatures automatically pass their saving throw against this effect.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/9/2024 1:18:02 AM
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20
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10/10/2024 1:45:38 AM
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24
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4/12/2026 5:30:51 AM
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35
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1
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Coming Soon
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