Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What are your tips for making mobs/swarms interesting?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 7925112" data-attributes="member: 20323"><p>Like zombie hordes or orc war camps, I've found my best success using swarms has been as a hazard/obstacle to be dealt with, navigated, or circumvented through clever play, rather than than a monster to kill. Similar to how 5e translated the green slime as a dungeon hazard – rather than a monster – I think a similar approach to swarms makes a lot of sense.</p><p></p><p>I haven't written this down before, but my approach looks a lot like this (using an actual play example)...</p><p></p><p><strong>Swarm of Aquatic Centipedes</strong></p><p>A massive swarm of undulating writhing centipedes clings to the walls and ceiling of this chamber with an underground pond. These particular centipedes glow 5-ft dim light when in darkness, in hues of neon green, purple, and orange, due to their phosphorescent diet. They are indifferent unless disturbed (e.g. PC climbing walls), harmed, or the caverns carved from the bowels of the dead dracolich become flooded or drip with acid (related to the story). Once they become hostile, use the following rules:</p><p></p><p>The swarm acts on three randomly determined initiative counts, each determined by rolling a d20. When it acts, a mass of centipedes crawls over a randomly character in the chamber (including PCs in the water or flying/levitating PCs which centipedes drop down onto). The character must make a DC 11 Dexterity save or take 10 (4d4) piercing damage, or half as much damage on a successful save. A creature reduced to 0 hit points by the swarm is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. Any character wielding open flame has advantage on their Dexterity save against the swarm, which has an aversion to fire.</p><p></p><p>Additionally, any PC moving across the walls or swimming through the water must make a DC 11 check (could be Athletics, Acrobatics, or Stealth, depending on what player attempts) to avoid agitating the centipedes. Each time the centipedes are agitated, they force the agitating PC to make a DC 11 Dexterity save as above, and then the damage the swarm deals increases by +1d4 for the rest of the encounter (up to a maximum of 8d4).</p><p></p><p>An unconscious and poisoned/paralyzed PC who falls into the water automatically fails one death saving throw on each initiative count of the swarm as swimming centipedes swarm the victim (though will not be further targeted by Dex saves).</p><p></p><p>Any area effect spell, thrown lantern, similar burst effect, or enchantment spell targeting multiple beasts will kill / frighten / pacify one-third of the centipede swarm, causing the swarm to lose its lowest initiative count. Three such spells or effects eliminate the threat posed by the swarm. Clever spellcasting, skill checks, or bardic music might also be able to slowly pacify the swarm, reducing the damage it deals at the DM's discretion, and if damage is reduced to 0d4 then the swarm is no longer hostile.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7925112, member: 20323"] Like zombie hordes or orc war camps, I've found my best success using swarms has been as a hazard/obstacle to be dealt with, navigated, or circumvented through clever play, rather than than a monster to kill. Similar to how 5e translated the green slime as a dungeon hazard – rather than a monster – I think a similar approach to swarms makes a lot of sense. I haven't written this down before, but my approach looks a lot like this (using an actual play example)... [B]Swarm of Aquatic Centipedes[/B] A massive swarm of undulating writhing centipedes clings to the walls and ceiling of this chamber with an underground pond. These particular centipedes glow 5-ft dim light when in darkness, in hues of neon green, purple, and orange, due to their phosphorescent diet. They are indifferent unless disturbed (e.g. PC climbing walls), harmed, or the caverns carved from the bowels of the dead dracolich become flooded or drip with acid (related to the story). Once they become hostile, use the following rules: The swarm acts on three randomly determined initiative counts, each determined by rolling a d20. When it acts, a mass of centipedes crawls over a randomly character in the chamber (including PCs in the water or flying/levitating PCs which centipedes drop down onto). The character must make a DC 11 Dexterity save or take 10 (4d4) piercing damage, or half as much damage on a successful save. A creature reduced to 0 hit points by the swarm is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. Any character wielding open flame has advantage on their Dexterity save against the swarm, which has an aversion to fire. Additionally, any PC moving across the walls or swimming through the water must make a DC 11 check (could be Athletics, Acrobatics, or Stealth, depending on what player attempts) to avoid agitating the centipedes. Each time the centipedes are agitated, they force the agitating PC to make a DC 11 Dexterity save as above, and then the damage the swarm deals increases by +1d4 for the rest of the encounter (up to a maximum of 8d4). An unconscious and poisoned/paralyzed PC who falls into the water automatically fails one death saving throw on each initiative count of the swarm as swimming centipedes swarm the victim (though will not be further targeted by Dex saves). Any area effect spell, thrown lantern, similar burst effect, or enchantment spell targeting multiple beasts will kill / frighten / pacify one-third of the centipede swarm, causing the swarm to lose its lowest initiative count. Three such spells or effects eliminate the threat posed by the swarm. Clever spellcasting, skill checks, or bardic music might also be able to slowly pacify the swarm, reducing the damage it deals at the DM's discretion, and if damage is reduced to 0d4 then the swarm is no longer hostile. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What are your tips for making mobs/swarms interesting?
Top