Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet-gigantic hordes are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit
Dice and
hit points, a single
initiative modifier, a single
speed, and a single
Armor Class. It makes
saving throws as a single creature.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous.
In order to attack, a single swarm moves into opponents' spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make
attacks of opportunity, but they can provoke
attacks of opportunity.
Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
Vulnerabilities of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities,
as follows:
A lit torch swung as an improvised weapon deals 1d3 points of fire
damage per hit.
A weapon with a
special ability such as flaming or frost deals its full energy
damage with each hit, even if the weapon's normal
damage can't affect the swarm.
A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire
damage to all creatures in squares adjacent to where it breaks.
|
Diminutive Animal (Swarm) |
Hit Dice:
|
3d8 (13 hp) |
Initiative:
|
+2 |
Speed:
|
5 ft. (1 square), fly 40 ft. (good) |
Armor Class:
|
16 (+4 size, +2 Dex), touch 14, flat-footed 12 |
Base Attack/Grapple:
|
+2/- |
Attack:
|
Swarm (1d6) |
Full Attack:
|
Swarm (1d6) |
Space/Reach:
|
10 ft./0 ft. |
Special Attacks:
|
Distraction, wounding |
Special Qualities:
|
Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits |
Saves:
|
Fort +3, Ref +7, Will +3 |
Abilities:
|
Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 |
Skills:
|
Listen +11, Spot +11 |
Feats:
|
Alertness, Lightning Reflexes |
Environment:
|
Temperate deserts |
Organization:
|
Solitary, flight (2-4 swarms), or colony (11-20 swarms) |
Challenge Rating:
|
2 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
None |
Level Adjustment:
|
- |
A
bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of
damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding (Ex): Any living creature damaged by a
bat swarm continues to bleed, losing 1
hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10
Heal check or the application of a
cure spell or some other
healing magic.
|
Diminutive Vermin (Swarm) |
Hit Dice:
|
9d8-9 (31 hp) |
Initiative:
|
+4 |
Speed:
|
20 ft. (4 squares), climb 20 ft. |
Armor Class:
|
18 (+4 size, +4 Dex), touch 18, flat-footed 14 |
Base Attack/Grapple:
|
+6/- |
Attack:
|
Swarm (2d6 plus poison) |
Full Attack:
|
Swarm (2d6 plus poison) |
Space/Reach:
|
10 ft./0 ft. |
Special Attacks:
|
Distraction, poison |
Special Qualities:
|
Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits |
Saves:
|
Fort +5, Ref +7, Will +3 |
Abilities:
|
Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2 |
Skills:
|
Climb +12, Spot +4 |
Feats:
|
Weapon Finesse
B
|
Environment:
|
Underground |
Organization:
|
Solitary, tangle (2-4 swarms), or colony (7-12 swarms) |
Challenge Rating:
|
4 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
None |
Level Adjustment:
|
- |
A
centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of
damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a
centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary
damage 1d4 Dex. The save DC is Constitution-based.
Skills: A
centipede swarm has a +4 racial bonus on
Spot checks and a +8 racial bonus on
Climb checks, and uses its Dexterity modifier instead of its Strength modifier for
Climb checks. A
centipede swarm has a +8 racial bonus on
Climb checks and can always choose to take 10 on a
Climb check, even if rushed or threatened.
|
Diminutive Magical Beast (Extraplanar, Evil, Swarm) |
Hit Dice:
|
12d10+27 (93 hp) |
Initiative:
|
+10 |
Speed:
|
5 ft. (1 square), fly 40 ft. |
Armor Class:
|
20 (+4 size, +6 Dex), touch 20, flat-footed 14 |
Base Attack/Grapple:
|
+12/- |
Attack:
|
Swarm (3d6 plus poison) |
Full Attack:
|
Swarm (3d6 plus poison) |
Space/Reach:
|
10 ft./0 ft. |
Special Attacks:
|
Distraction, inhabit, poison |
Special Qualities:
|
Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits |
Saves:
|
Fort +10, Ref +14, Will +7 |
Abilities:
|
Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9 |
Skills:
|
Hide +19, Listen +10, Spot +10 |
Feats:
|
Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness |
Environment:
|
A evil-aligned plane |
Organization:
|
Solitary, fright (2-4 swarms), or terror (5-8 swarms) |
Challenge Rating:
|
8 |
Treasure:
|
None |
Alignment:
|
Always lawful evil |
Advancement:
|
None |
Level Adjustment:
|
- |
A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective
hive mind intelligence with infernal cunning and bloodlust.
Like any swarm, a
hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of
damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unliving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.
Distraction (Ex): Any living creature that begins its turn with a
hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Inhabit (Ex): A
hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can
inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half
damage to the
hellwasp swarm as well, although the swarm's resistances and immunities may negate some or all of this
damage.
If a
hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a
zombie of the appropriate size for as long as the swarm remains inside. If a
hellwasp swarm inhabits a living victim, it can neutralize the effects of its own
poison and control the victim's
movement and actions as if using
dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution
damage per hour they
inhabit a body. A body reduced to Constitution 0 is dead.
A hellwasp-inhabited creature is relatively easy to
spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to
hide beneath loose
clothing or a large cloak to keep its presence from being detected. The swarm can attempt a
Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary
damage 1d6 Dex. The save DC is Constitution-based.
|
Diminutive Vermin (Swarm) |
Hit Dice:
|
6d8-6 (21 hp) |
Initiative:
|
+4 |
Speed:
|
10 ft. (2 squares), fly 30 ft. (poor) |
Armor Class:
|
18 (+4 size, +4 Dex), touch 18, flat-footed 14 |
Base Attack/Grapple:
|
+4/- |
Attack:
|
Swarm (2d6) |
Full Attack:
|
Swarm (2d6) |
Space/Reach:
|
10 ft./0 ft. |
Special Attacks:
|
Distraction
|
Special Qualities:
|
Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits |
Saves:
|
Fort +4, Ref +6, Will +2 |
Abilities:
|
Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2 |
Skills:
|
Listen +4, Spot +4 |
Feats:
|
- |
Environment:
|
Temperate plains |
Organization:
|
Solitary, cloud (2-7 swarms), or plague (11-20 swarms) |
Challenge Rating:
|
3 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
None |
Level Adjustment:
|
- |
A
locust swarm is a cloud of thousands of winged
vermin that devours any organic material in its path.
A
locust swarm surrounds and attacks any living prey it encounters. A swarm deals 2d6 points of
damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a
locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
|
Tiny Animal (Swarm) |
Hit Dice:
|
4d8 (13 hp) |
Initiative:
|
+2 |
Speed:
|
15 ft. (3 squares), climb 15 ft. |
Armor Class:
|
14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
Base Attack/Grapple:
|
+3/- |
Attack:
|
Swarm (1d6 plus disease) |
Full Attack:
|
Swarm (1d6 plus disease) |
Space/Reach:
|
10 ft./0 ft. |
Special Attacks:
|
Disease, distraction |
Special Qualities:
|
Half damage from slashing and piercing, low-light vision, scent, swarm traits |
Saves:
|
Fort +4, Ref +6, Will +2 |
Abilities:
|
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 |
Skills:
|
Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10 |
Feats:
|
Alertness, Weapon Finesse |
Environment:
|
Any |
Organization:
|
Solitary, pack (2-4 swarms), or infestation (7-12 swarms) |
Challenge Rating:
|
2 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
None |
Level Adjustment:
|
- |
A
rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of
damage to any creature whose space it occupies at the end of its move.
Disease (Ex): Filth fever-swarm attack, Fortitude DC 12, incubation period 1d3 days,
damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A
rat swarm has a +4 racial bonus on
Hide and
Move Silently checks, and a +8 racial bonus on
Balance,
Climb, and
Swim checks. A
rat swarm can always choose to take 10 on all
Climb checks, even if rushed or threatened. A
rat swarm uses its Dexterity modifier instead of its Strength modifier for
Climb and
Swim checks. A
rat swarm has a +8 racial bonus on any
Swim check to
perform some special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a straight line.
|
Diminutive Vermin (Swarm) |
Hit Dice:
|
2d8 (9 hp) |
Initiative:
|
+3 |
Speed:
|
20 ft. (4 squares), climb 20 ft. |
Armor Class:
|
17 (+4 size, +3 Dex), touch 17, flat-footed 14 |
Base Attack/Grapple:
|
+1/- |
Attack:
|
Swarm (1d6 plus poison) |
Full Attack:
|
Swarm (1d6 plus poison) |
Space/Reach:
|
10 ft./0 ft. |
Special Attacks:
|
Distraction, poison |
Special Qualities:
|
Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits |
Saves:
|
Fort +3, Ref +3, Will +0 |
Abilities:
|
Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2 |
Skills:
|
Climb +11, Listen +4, Spot +4 |
Environment:
|
Warm forests |
Organization:
|
Solitary, tangle (2-4 swarms), or colony (7-12 swarms) |
Challenge Rating:
|
1 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
None |
Level Adjustment:
|
- |
A
spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of
damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a
spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary
damage 1d3 Str. The save DC is Constitution-based.
Skills: A
spider swarm has a +4 racial bonus on
Hide and
Spot checks and a +8 racial bonus on
Climb checks. It uses its Dexterity modifier instead of its Strength modifier for
Climb checks. It can always choose to take 10 on a
Climb check, even if rushed or threatened.
Find topic in: Epic, Magic, Monsters, Rules of the Game |
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