Level
4th
Casting Time
1 Action Ritual
Range/Area
60 ft.
Components
V, S, M *
Duration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Exhaustion (...)

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 Hornets
A swarm of tiny elementals, unaligned
Armor Class 12 (Natural Armor) /+5 (17) Vs Piercing & Slashing
Hit 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 +12
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Pertrafied, Prone, Restrained, Stuned
Senses Blindsight 10 ft., Infrared Thermal vision (can see heat sources), Passive Perception 11
Languages --
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).

 

Actions

The 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. 

 
When this spell is cast, you throw the nest piece towards the target (living or object).  The Swarm will attack any single target designated by the caster. It will continue to pursue that target until the spell ends or the target dies or is destroyed, in which case the Hornets return to their home plane (taking with them whatever scraps they can).
The Hell Hornet swarm has a beginning hit point total equal to 3x the casters level.
For every level the Spell is cast above above 4th the Swarm gains +1 attacks per round.
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.)
* - (piece of an active hell hornet nest)

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2018 10:14:42 PM
37
1
--
Coming Soon
3/2/2020 7:20:01 PM
564
12
--
Coming Soon

Available For: Druid (Legacy) Bard (Legacy) - College of Lore (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Wizard (Legacy) - School of Conjuration (Legacy)

ConcreteDragon

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