D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
The swarm is resistant to all bludgeoning, slashing, and piercing... aka half damage from fighters. If the fighters get poisoned (which granted a 21 con save is not terrible for them), they would do half damage again from the poisoning (so 1/4 damage).
Got it - I thought I was probably forgetting something! I'm moving a bit to fast me thinks. I really haven't been taking that into account when I work up the CRs. I will have to look at all the swarms again.

When I look at 4e swarms: they had half melee & ranged damage and vulnerability to area attacks. I only implemented half that (which is what is in the 5e MM). I get the resistance to BPS damage on swarms of tiny or small creatures, but maybe that should go away with larger creatures? So what do you think about these options for swarms / hordes of Medium and larger creatures:

  1. keep the resistance to BPS damage (current design)
  2. keep the resistance to BPS damage, but add vulnerability to areas of effect.
  3. drop BPS resistance and add vulnerability to areas of effect.
  4. drop BPS resistance and no other change
 

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Stalker0

Legend
drop BPS resistance and add vulnerability to areas of effect.

I like this one myself, as I feel swarms are meant as a monster type for blasting casters to shine (I also think that certain dms often use swarms and mobs because its easier to run than a bunch of individual monsters....which means the area casters don't get as much of a chance to do their thing, unless the creature is vulnerable to area). And frankly, vulnerability is critically underused in 5e, so it would be good to see that come back in. Its also an interesting chance to give some normally crappy spells (like circle of death) and interesting chance to shine...as for these types of a swarms, while fire, cold, elect has resistance, necrotic does not.
 

dave2008

Legend
I like this one myself, as I feel swarms are meant as a monster type for blasting casters to shine (I also think that certain dms often use swarms and mobs because its easier to run than a bunch of individual monsters....which means the area casters don't get as much of a chance to do their thing, unless the creature is vulnerable to area). And frankly, vulnerability is critically underused in 5e, so it would be good to see that come back in. Its also an interesting chance to give some normally crappy spells (like circle of death) and interesting chance to shine...as for these types of a swarms, while fire, cold, elect has resistance, necrotic does not.
OK, I reviewed all of the swarms and some the CRs were quite a bit off. I have tweaked swarm resistance, add swarm vulnerabilities and all of the CRs have been updated (except the Hexrou horde, which didn't change).
 

Stalker0

Legend
Reactive. The squadron can use four reaction per round, but only 1 per turn. Refer to Swarm.

Swarm Resistance. The squadron has advantage on saving throws against being paralyzed, petrified, prone, restrained, or stunned. Additionally, on a failed saving throw, the squadron loses one use of its legendary actions for the duration of the effect instead of suffering the condition.

The Swarm Resistance update is a neat idea. Do you also want unstoppable in there as well, or was that an oversight? I would also adjust the language just a little bit, as right now people could interpret the removal of legendary action is only for the conditions you mentioned, and not other conditions.

Reactive...I am assuming you are trying to give the swarm extra OAs, so that it can make OAs on multiple people leaving the swarm? If that's the case, you can probably make this a little simpler, no need to count the numbers and track that....its designed that if you leave the swarm, your going to pay. Since your shrinking the area of the swarm as it weakens, we don't have to track reaction loses as that is already handled in the area shrinking mechanic. Try this idea on for size.

Viscous: The Vrock swarm does not have reactions. Whenever a creature leaves the swarm area, the swarm makes a beak attack (with advantage).
 

dave2008

Legend
The Swarm Resistance update is a neat idea. Do you also want unstoppable in there as well, or was that an oversight? I would also adjust the language just a little bit, as right now people could interpret the removal of legendary action is only for the conditions you mentioned, and not other conditions.

Reactive...I am assuming you are trying to give the swarm extra OAs, so that it can make OAs on multiple people leaving the swarm? If that's the case, you can probably make this a little simpler, no need to count the numbers and track that....its designed that if you leave the swarm, your going to pay. Since your shrinking the area of the swarm as it weakens, we don't have to track reaction loses as that is already handled in the area shrinking mechanic. Try this idea on for size.

Viscous: The Vrock swarm does not have reactions. Whenever a creature leaves the swarm area, the swarm makes a beak attack (with advantage).
:mad: I wanted to be done with swarms, but these ideas are to good not implement - thanks I guess:p
 

dave2008

Legend
The Swarm Resistance update is a neat idea. Do you also want unstoppable in there as well, or was that an oversight? I would also adjust the language just a little bit, as right now people could interpret the removal of legendary action is only for the conditions you mentioned, and not other conditions.

Reactive...I am assuming you are trying to give the swarm extra OAs, so that it can make OAs on multiple people leaving the swarm? If that's the case, you can probably make this a little simpler, no need to count the numbers and track that....its designed that if you leave the swarm, your going to pay. Since your shrinking the area of the swarm as it weakens, we don't have to track reaction loses as that is already handled in the area shrinking mechanic. Try this idea on for size.

Viscous: The Vrock swarm does not have reactions. Whenever a creature leaves the swarm area, the swarm makes a beak attack (with advantage).
Ok, I made some changes to swarm resistance and add swarm reactions. I think the changes make everything simpler?
 

dave2008

Legend
1627416417422.png

Deviate Dreadfang, Winged Serpent Druid by ToaMataNui123

Couatl Priest of Jazirian
Medium celestial, lawful good
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Armor Class 19 (natural armor)
Hit Points 119 (14d8 + 56; bloodied 59)
Speed 30 ft., fly 90 ft.
1602788180099.png

STRDEXCONINTWISCHA
16 (+3)20 (+5)18 (+4)18 (+4)21 (+5)20 (+5)
1602788185616.png

Saving Throws Con +7, Wis +8, Cha +8
Skills diplomacy +4, perception +8
Damage Resistances radiant
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive perception 18
Languages All, telepathy 120 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Magic Weapons. The couatl's weapon attacks are magical.

Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

ACTIONS
Bite.
Melee Weapon Attack. +8 to hit, reach 5 ft., one creature. Hit. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. The target can make an additional saving throw if another creature uses an action to shake it awake or it takes damage. On success, the condition ends for itself.

Constrict. Melee Weapon Attack. +6 to hit, reach 10 ft., one Medium or smaller creature. Hit. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one creature. Hit. 8 (1d6 + 5) bludgeoning damage and 3 (1d6) radiant damage.

Sacred Flame. The couatl summons a flame-like radiance that strikes a target it can see within 60 feet of it. The target must make a DC 15 Dexterity saving throw or take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw.

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, protection from good and evil, sanctuary, shield*
1/day each: dream, greater restoration, crying

*If the couatl uses shield each round, increase its CR by 1.

Spellcasting. The couatl is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The couatl has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

BONUS ACTIONS
Quick Strike.
The couatl can make a bite attack against a creature it has grappled.
 
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Stalker0

Legend
Ok, I made some changes to swarm resistance and add swarm reactions. I think the changes make everything simpler?

Yeah the changes are good. hehe just ooooooooone more thing. The way its written, Swarm Resistance cannot stop effects that prevent you from doing actions (or like banishment, anything at all). So I would add the word immediately in there, to drive him that this ability can be used for those things.
 

dave2008

Legend
Yeah the changes are good. hehe just ooooooooone more thing. The way its written, Swarm Resistance cannot stop effects that prevent you from doing actions (or like banishment, anything at all). So I would add the word immediately in there, to drive him that this ability can be used for those things.
Your killing me! And...updated. Now I have a beautiful swarm template and no desire to make any swarms for a long time! ;)
 


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