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Swarms!


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demiurge1138

Inventor of Super-Toast
Here's a mean, mean swarm I made a while ago. Playtested, too, so it's guaranteed to put the fear of dice into your player's hearts (or make them break out holy water by the gallon, either one).

Plague of the Firstborn
Tiny Undead (Swarm)

Hit Dice: 16d12 (104 hp)
Initiative: +7
Speed: 30ft, climb 15ft
AC: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +8/-
Attack: Swarm (4d6 plus Strength damage)
Full Attack: Swarm (4d6 plus Strength damage)
Face/Reach: 10ft/0ft
Special Attacks: Distraction, frightful presence, strength damage, telepathy
Special Qualities: Cold resistance 10, darkvision 60ft, DR 10/silver, fire vulnerability, half damage from slashing and piercing weapons, hivemind, swarm traits, turn resistance +4, undead
Saves: Fort +5, Ref +10, Will +11
Abilities: Str 3, Dex 16, Con -, Int 6, Wis 12, Cha 20
Skills: Climb +4, Listen +22, Spot +22
Feats: Ability Focus (frightful presence), Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Climate/Terrain: Any land or underground
Organization: Solitary, pack (2-4 swarms), nightmare (7-13)
CR: 11
Treasure: None
Alignment: Always neutral evil
Advancement: None
LA: -

A plague of the firstborn is a hideous conglomerate of any good-aligned creature’s worst nightmare; undead babies.

A plague of the firstborn contains about 300 writhing bawling undead infants. The babies still have most of their flesh, but it has taken a sickly gray pallor. Their teeth and nails have grown to tiny points, capable of rending flesh. Their eyes are white, pupil-less orbs. They cry and scream constantly, and their screams also project telepathically into the minds of nearby creatures.

The first plague of the firstborn was created as an act of divine wrath. An evil god blighted an entire kingdom who had offended him by killing their firstborn infants and raising them as the undead. Since then, evil gods have given their followers the ability to create plagues of the firstborn. A plague of the firstborn can be created with a create greater undead cast by a 20th level or higher cleric.

Combat
A plague of the firstborn attacks by simply overwhelming its victims. It first whines and bawls, as it has little need for stealth. It uses its innate unnerving nature to its advantage, swarming over victims and devouring them, body and soul. A plague of the firstborn’s natural attacks act as evil-aligned weapons for the purposes of overcoming damage reduction.

Distraction (Ex): Any living creature vulnerable to the plague of the firstborn’s swarm attack that begins its turn with the plague of the firstborn in its square must make a Fortitude save (DC 18) or be nauseated. Even with a successful save, spellcasting or concentrating within the swarm requires a Concentration check (DC 20+ spell level). Using a skill requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution based.

Frightful Presence (Ex): Any creature that is within 30 feet of and can see a plague of the firstborn must make a Will save (DC 23) or be shaken for 5d6 rounds. A creature that makes its save cannot be affected by the same plague’s frightful presence for 24 hours. The save DC is Charisma based.

Hivemind (Ex): Any plague of the firstborn with 1 hit point per hit die forms a hive mind, giving it an intelligence of 6. When a plague of the firstborn is reduced below 16 hit points, it becomes mindless.

Strength Damage (Su): The attacks of a plague of the firstborn attacks the spirit of its victims, dealing 1d8 points of Strength damage to any creature in its space. A creature reduced to 0 Strength dies, and rises as a free-willed shadow within 1d4 rounds.

Swarm: Not subject to flanking, sneak attacks, critical hits, and any spell that effects a specific number of creatures. They are never staggered, disabled or dying, and cannot be tripped, grappled or bull-rushed. They take half again (+50%) as much damage from any effect that effects an area.

Telepathy (Su): A plague of the firstborn can communicate telepathically with any intelligent creature within 100 feet. Most of this communication is screaming and bawling, echoing its actual vocalizations, but it can also transmit emotions and feelings (such as rage and hunger) rather then coherent speech.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, sneak attacks, critical hits, subdual damage, ability drain or damage, fatigue, exhaustion, death by massive damage and any effect requiring a Fortitude save (unless it also effects objects). Undead are destroyed at 0 hit points. Undead do not need to eat, sleep or breathe.

Demiurge out.
 

Chacal

First Post
Silveras said:
Just a quick note: the web enhancement for the Players Guide to Faerun has 3.5 updates for many monsters from the FRCS, Monsters of Faerun, Silver Marches, and Lords of Darkness.

Among those changes, Crawling Claws are changed to a Swarm, of the Construct type. ;)
Wow thanks !

I love Crawling Claws. I must check this now !



Chacalm
 

Prothall

First Post
To some of the earlier posts, I think that swarms are perhaps the weirdest type of monster - they've got some petty standardized things explained in their glossary entry that really should have been in the Fiend Folio. Also, the scarabs have an ability that just lets them do more damage, which is nice, as is not advancing them but just doing a little addition.
Oh, and the little beholders are "eyeballs". I think... Unless you mean the Gauth thing in the MM 3.5.
 


the Jester

Legend
I love swarms!! :D I'm working on a 'swarm of creatures' template for a forthcoming book (working title Adversity)- inspired by the idea of a swarm of kobolds, ochre jellies or elementals. :)
 

Knight Otu

First Post
kreynolds said:
Yeah, I'm pretty sure he's talkin' 'bout the eyeball beholderkin. It's the only Tiny beholder that I know of.
And reduced to Diminutive in the 3.5 update mentioned by Silveras.

Using my Ashardalon account, I once posted a swarm that was basically a splintered umbral blot/blackball. Quite a bit of madness.:p

Here it is! Still using the Fiend Folio rules, though.
 

demiurge1138

Inventor of Super-Toast
Another day, another mean high level swarm...

Cuttlespider Swarm
Diminutive Outsider (Evil, Extraplanar, Swarm)

Hit Dice: 16d8+80 (152 hp)
Initiative: +8
Speed: 30ft (6 squares), swim 30ft
Armor Class: 19 (+4 size, +4 Dex, +1 natural), touch 18, flat-footed 15
Base Attack/Grapple: +16/-
Attack: Swarm (4d6 plus poison and entangle)
Full Attack: Swarm (4d6 plus poison and entangle)
Space/Reach: 10ft/0ft
Special Attacks: Distraction, entangle, poison
Special Qualities: Darkvision 60ft, hivemind, resistance to acid 10 and electricity 10, swarm traits
Saves: Fort +15, Ref +16, Will +11
Abilities: Str 1, Dex 18, Con 20, Int 3, Wis 12, Cha 13
Skills: Hide +48, Listen +19, Move Silently +22, Spot +19, Swim +7
Feats: Ability Focus (entangle, poison), Dodge, Improved Initiative, Lightning Reflexes, Track
Environment: Far Realm
Organization: Solitary, horde (3-6) or madness (11-20)
Challenge Rating: 14
Treasure: None
Alignment: Usually neutral evil
Advancement: -

These nightmarish little creatures surging towards you appear to tiny squid standing on their tentacles. Two long necks emerge from this swarm of legs, each of them capped by a pair of dripping, serrated mandibles. Each one of the creatures is a different eldritch color, and their colors shift constantly.

Cuttlespiders are tiny predators that roam the Far Realm looking for prey.

Each cuttlespider stands an inch or two tall and is merely a pest alone, in a horde they are deadly, as they slow down prey using their own mass. Cuttlespiders are animalistic predators, but they possess a shred of group intelligence.

Combat
Cuttlespiders prefer to attack from ambush, and then overwhelm prey with their own bodies. As their victims are bogged down by the mass of creatures, they are bitten and injected with a mind-altering venom, until they drop into a coma and are consumed.

Distraction (Ex): Any living creature that begins its turn with a cuttlespider swarm in its space must make a Fortitude save (DC 23) or be nauseated for one round. Any creature trying to cast a spell with a cuttlespider swarm in its square must make a Concentration check (DC 20+ spell level) or lose the spell. The save is Constitution based.

Entangle (Ex): Cuttlespiders ooze a thick slime from their tentacles, and spread it on any creatures they attack. Any creature with a cuttlespider swarm in its space must make a Reflex save (DC 24) or be entangled, taking a –2 penalty to attack rolls and a –4 to effective Dexterity. An entangled creature moves at half speed and cannot run or charge. A creature entangled remains so for as long as they remain inside the swarm and for 1d10 rounds thereafter. The save is Dexterity based.

Poison (Ex): The bite of the cuttlespider injects a potent hallucinogen, overwhelming those affected with bizarre visions and a loss of coordination. Swarm, DC 25, 1d4 Dex plus 1d4 Wis/1d4 Dex plus 1d4 Wis. The save DC is Constitution based.

Swarm Traits: Not subject to flanking, sneak attacks or critical hits. They are never staggered, disabled or dying, and cannot be tripped, grappled or bull-rushed. They take half again (+50%) as much damage from any effect that effects an area. Cuttlespiders are immune to all weapon damage, but are susceptible to high winds.

Skills: A cuttlesquid swarm gains a +8 on any Swim check to perform a 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.
Due to their color-changing abilities, a cuttlesquid swarm gains a +10 racial bonus on all Hide checks.

Demiurge out.
 
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