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<blockquote data-quote="demiurge1138" data-source="post: 1495818" data-attributes="member: 7451"><p>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).</p><p></p><p><strong>Plague of the Firstborn</strong></p><p><strong>Tiny Undead (Swarm)</strong></p><p><strong>Hit Dice: </strong> 16d12 (104 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed: </strong> 30ft, climb 15ft</p><p><strong>AC: </strong> 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +8/-</p><p><strong>Attack:</strong> Swarm (4d6 plus Strength damage)</p><p><strong>Full Attack:</strong> Swarm (4d6 plus Strength damage)</p><p><strong>Face/Reach: </strong> 10ft/0ft</p><p><strong>Special Attacks:</strong> Distraction, frightful presence, strength damage, telepathy</p><p><strong>Special Qualities:</strong> Cold resistance 10, darkvision 60ft, DR 10/silver, fire vulnerability, half damage from slashing and piercing weapons, hivemind, swarm traits, turn resistance +4, undead</p><p><strong>Saves: </strong> Fort +5, Ref +10, Will +11</p><p><strong>Abilities: </strong> Str 3, Dex 16, Con -, Int 6, Wis 12, Cha 20</p><p><strong>Skills: </strong> Climb +4, Listen +22, Spot +22 </p><p><strong>Feats: </strong> Ability Focus (frightful presence), Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility</p><p><strong>Climate/Terrain: </strong> Any land or underground</p><p><strong>Organization:</strong> Solitary, pack (2-4 swarms), nightmare (7-13)</p><p><strong>CR: </strong> 11</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement: </strong> None</p><p><strong>LA:</strong> -</p><p></p><p>A plague of the firstborn is a hideous conglomerate of any good-aligned creature’s worst nightmare; undead babies.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Combat</strong></p><p>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. </p><p></p><p><strong>Distraction (Ex):</strong> 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.</p><p></p><p><strong>Frightful Presence (Ex):</strong> 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.</p><p></p><p><strong>Hivemind (Ex):</strong> 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.</p><p></p><p><strong>Strength Damage (Su): </strong> 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.</p><p></p><p><strong>Swarm:</strong> 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.</p><p></p><p><strong>Telepathy (Su):</strong> 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.</p><p></p><p><strong>Undead:</strong> 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.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1495818, member: 7451"] 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). [B]Plague of the Firstborn Tiny Undead (Swarm)[/B] [B]Hit Dice: [/B] 16d12 (104 hp) [B]Initiative:[/B] +7 [B]Speed: [/B] 30ft, climb 15ft [B]AC: [/B] 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16 [B]Base Attack/Grapple:[/B] +8/- [B]Attack:[/B] Swarm (4d6 plus Strength damage) [B]Full Attack:[/B] Swarm (4d6 plus Strength damage) [B]Face/Reach: [/B] 10ft/0ft [B]Special Attacks:[/B] Distraction, frightful presence, strength damage, telepathy [B]Special Qualities:[/B] Cold resistance 10, darkvision 60ft, DR 10/silver, fire vulnerability, half damage from slashing and piercing weapons, hivemind, swarm traits, turn resistance +4, undead [B]Saves: [/B] Fort +5, Ref +10, Will +11 [B]Abilities: [/B] Str 3, Dex 16, Con -, Int 6, Wis 12, Cha 20 [B]Skills: [/B] Climb +4, Listen +22, Spot +22 [B]Feats: [/B] Ability Focus (frightful presence), Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility [B]Climate/Terrain: [/B] Any land or underground [B]Organization:[/B] Solitary, pack (2-4 swarms), nightmare (7-13) [B]CR: [/B] 11 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral evil [B]Advancement: [/B] None [B]LA:[/B] - 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. [B]Combat[/B] 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. [B]Distraction (Ex):[/B] 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. [B]Frightful Presence (Ex):[/B] 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. [B]Hivemind (Ex):[/B] 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. [B]Strength Damage (Su): [/B] 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. [B]Swarm:[/B] 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. [B]Telepathy (Su):[/B] 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. [B]Undead:[/B] 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. [/QUOTE]
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