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Urgent, for tonight's game: Making a Swarm
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<blockquote data-quote="jgsugden" data-source="post: 8002002" data-attributes="member: 2629"><p>Quick and dirty modifications that work for most low level beasties and humanoids.</p><p></p><ul> <li data-xf-list-type="ul">Start with a single version of the creature.</li> <li data-xf-list-type="ul">Increase the size category by 2 (tiny to medium, small to large, medium to huge).</li> <li data-xf-list-type="ul">Double the hit dice and then add 5 hit dice.</li> <li data-xf-list-type="ul">Add 6 to the strength. This may impact attack bonuses and damage.</li> <li data-xf-list-type="ul">Give it bludgeoning, piercing and slashing resistance.</li> <li data-xf-list-type="ul">Give it charm, fright, grap, paralyze, petrify, prone, restrained, and stun immunity</li> <li data-xf-list-type="ul">Give it the swarm ability.</li> <li data-xf-list-type="ul">Add 2d6 to the damage of the creature. If the creature is now large or bigger, give it (or modify) a multiattack action allowing 1 extra attacks.</li> <li data-xf-list-type="ul">If it can cast spells or uses an ability that operates like a spell, give it 2 swarm actions (which are essentially legendary actions) that allow it to use the ability or spells at the end of another creature's turn. Quadruple any available uses or spell slots.</li> <li data-xf-list-type="ul">Generally, increase CR by 3 levels (1/4 -> 1/2 -> 1 -> 2, 1 -> 2 -> 3 -> 4). Compare to existing monsters to fine tune.</li> </ul></blockquote><p></p>
[QUOTE="jgsugden, post: 8002002, member: 2629"] Quick and dirty modifications that work for most low level beasties and humanoids. [LIST] [*]Start with a single version of the creature. [*]Increase the size category by 2 (tiny to medium, small to large, medium to huge). [*]Double the hit dice and then add 5 hit dice. [*]Add 6 to the strength. This may impact attack bonuses and damage. [*]Give it bludgeoning, piercing and slashing resistance. [*]Give it charm, fright, grap, paralyze, petrify, prone, restrained, and stun immunity [*]Give it the swarm ability. [*]Add 2d6 to the damage of the creature. If the creature is now large or bigger, give it (or modify) a multiattack action allowing 1 extra attacks. [*]If it can cast spells or uses an ability that operates like a spell, give it 2 swarm actions (which are essentially legendary actions) that allow it to use the ability or spells at the end of another creature's turn. Quadruple any available uses or spell slots. [*]Generally, increase CR by 3 levels (1/4 -> 1/2 -> 1 -> 2, 1 -> 2 -> 3 -> 4). Compare to existing monsters to fine tune. [/LIST] [/QUOTE]
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