You summon one or more swarms of creatures that appear at the points you select within range. They can appear in spaces occupied by other creatures, but those creatures can make Dexterity saving throws; on a successful save, they jump to the nearest safe square.
Choose one of the following options when you cast the spell.
- One swarm of CR 2 or lower (Examples Swarm of Poisonous Snakes)
- Two swarms of CR 1 or lower (Examples Swarm of Quippers)
- Four swarms of CR ½ or lower (Examples Swarm of Insects, Swarm of Rot Grubs)
- Eight swarms of CR ¼ or lower (Examples Swarm of Rats, Swarm of Bats)
Only swarms categorized as beasts can be summoned. A swarm vanishes when its hit points drop to 0 or when the spell ends. Swarms obey your mental commands and move on their own turns; roll initiative for them when you cast the spell. If you don’t issue any orders to a swarm, it stays where it is but attacks creatures in its space.
At Higher Levels. When you cast vermin swarm with a 7th-level or higher spell slot, you summon double the normal number of swarms. If you use a 9th-level spell-slot, you get triple the normal number.
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