This conjuration summons a swarm of angry hell hornets. If the target is within 60 ft. when the spell is cast these burning insects will pursue their target no matter how far they flee until the spell is over.
Hell HornetsA swarm of tiny elementals, unalignedArmor Class 12 (Natural Armor) /+5 (17) Vs Piercing & SlashingHit Points 27 (6d8) {special when summoned, hit point total equal to 3x the casters level.}Speed 10 ft., climb 10 ft., fly 30 ft.Skills Acrobatics +14, Athletics +14, Survival +12Damage Vulnerabilities ColdDamage Resistances Bludgeoning, Piercing, SlashingDamage Immunities FireCondition Immunities Charmed, Frightened, Grappled, Paralyzed, Pertrafied, Prone, Restrained, StunedSenses Blindsight 10 ft., Infrared Thermal vision (can see heat sources), Passive Perception 11Languages --Challenge 2 (450 XP)*Note: Bludgeoning resistance and Condition Immunities do not apply to Huge or AOE attacks.
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 insect (size of a mouse). The swarm can't regain hit points or gain temporary hit points. Large size swarms gain an additional +10 hit points while Huge swarms gain +20 hit points. *There is one Hell Hornet for every hit point the swarm has.
Since the Hell Hornets attack by landing on their target, when you attack the Swarm you run the risk of hitting the Swarm's target instead (chance to be determined by the DM).
Every time a Hell Hornet is killed (by anything but cold, acid or poison) it bursts into a very small fireball (<1 ft) as they are sent back to the Elemental plane of Fire, which causes 2d2 point fire damage (save for 1/2 damage) and can ignite nearby flammable objects (this can be quite spectacular if a large number are killed at once).
One swarm will not attack the target of another swarm. If several swarms are damaged they can combine into a larger swarm. Conversely, a Huge or Large swarm can split into two smaller swarms and attack several targets (splitting the HP in half with all appropriate penalties).
ActionsThe Swarm gets 1d4 attacks per round (+2 for a large swarm, +4 for a Huge swarm, 1/2 the amount rolled in attacks if the swarm has half of its hit points or fewer.){Special when summoned, For every level the Spell is cast above above 4th the Swarm gains +1 attacks per round.}
Bite: 70% Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm's space. Hit:5 (2d4) piercing damage.
Sting: 30% Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm's space. Hit: Target receives 1 point piercing damage, 2d2 fire damage (super heated venom) and is poisoned[/condition] (burning muscle cramps) until the end of their next turn (no save), plus must make a Constitution (poison) save against an 8 or have one point of exhaustion[/condition] added to the target. Casting Protection from Poison (or other such healing magics) within one hour of the attack will cure 1 point of exhaustion[/condition]. *The duration of the poisoned[/condition] effect is cumulative (two sings in a round lasts for 2 rounds and the target has to check for exhaustion[/condition] once each round.)
Heat Aura: The Hornet's body radiates a large amount of heat. Any extended contact (holding one for more than 1 round, having one stuck inside clothing, etc.) will cause 1d2 fire damage per round (no save). This can also start fires if they land on combustible objects.
i.e. if the spell is cast at 7th level, the swarm would have 1d4+3 attacks per round (or if below 1/2 hit points (1d4+3)/2.)
Previous Versions
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3/2/2020 7:20:01 PM
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