Swarm of Bandits
Huge swarm of medium humanoid (any race), any non-lawful alignment
Armor Class 12 (Leather Armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (100 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points.
Actions
Multiattack. The bandit swarm may make 2 attacks with any combination of scimitar or light crossbow attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 12 (1d8 + 2d6 + 1) piercing damage.
Swarm of Drow
Huge swarm of medium humanoid (elf), neutral evil
Armor Class 15 (Chain Shirt)
Hit Points 49 (11d8)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Skills Perception +2, Stealth +4
Senses Darkvision 120 ft., Passive Perception 12
Languages Elvish, Undercommon
Challenge 1 (100)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
4/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The drow may make 2 attacks with any combination of scimitar or hand crossbow attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (3d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Swarm Actions
The swarm can take 2 swarm actions, choosing from the option(s) below. Only one swarm action option can be used at a time and only at the end of another creature's turn. The swarm regains spent warm actions at the start of its turn.
Spellcasting. The swarm may cast a spell.
| d20 Roll Needed | Attackers Needed for One to Hit |
|---|---|
| 1–5 | 1 |
| 6–12 | 2 |
| 13–14 | 3 |
| 15–16 | 4 |
| 17–18 | 5 |
| 19 | 10 |
| 20 | 20 |
I'm not sure what you looking for, but I have some swarms in my 5e Hardcore Monsters thread:Does anyone know of a good guide to creating swarms out of low-level monsters?
Twig, vine, or needle blights; would like them to be about CR 5-6. Thanks!I'll be happy to take a crack at it if you tell me what the base creature is and what CR you're trying for. I have a long history of making creatures into swarms, from 3e to 5e.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.