You summon a swarm of rats that appear in an unoccupied space that you can see within range.
A swarm isn't considered fey, and it scatters when it drops to 0 hit points, they are dispelled, or encounter ends.
The summoned swarm are friendly to you and your companions. Roll initiative for the rat swarms as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures or attack nearest enemy. They also can move of their own accord.
At Higher Levels. When you cast this spell at higher levels, you summon more rat swarms: At Ninth level you summon up to two swarms. At Eleventh level you summon up to three swarms. Finally, at 16th level, you can summon up to four rat swarms.
Swarm of Rats Stats
Medium swarm of tiny beasts, Player Party Aligned
Armor Class 10
Hit Points 24 (7d8-7)
Speed 20 ft.
Passive Perception 10
STR
9 (-1)
DEX
11 (+0)
CON
9 (-1)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
Damage Resistance Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 30 Ft.,
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
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 rat. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites (swarm has more than half HP). Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: (2d6) piercing damage.
Bites (swarm has half HP or less). Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: (1d6) piercing damage.
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