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Swarm of Crawling Claws

Medium swarm of tiny undead, neutral evil


Armor Class 12
Hit Points 32 (7d8)
Speed 20 ft., climb 20 ft.
STR: 13(+1)
DEX: 14(+2)
CON: 11(+0)
INT: 5(-3)
WIS: 10(+0)
CHA: 4(-3)
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned,
Prone, Restrained, Stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can't speak
Challenge 1/2 (100 XP)
Turn Immunity. The claw is immune to effects that turn undead.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain
Temporary Hit Points.
Actions
Claw (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: (2d6+1) bludgeoning or slashing damage (claw's choice.)
Claw (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: (1d6+1) bludgeoning or slashing damage (claw's choice.)

Swarm of Abyssal Chickens


Medium swarm of tiny fiends, chaotic evil
Armor Class 13 (natural armor)
Hit Points 116 (21d8+21)
Speed 30 ft., fly 30 ft. (Bad Flier, see below)
STR: 6(-2)
DEX: 14(+2)
CON: 13(+1)
INT: 4(-3)
WIS: 9(-1)
CHA: 5(-3)
Damage Resistances Bludgeoning, Piercing, Slashing; cold , fire, lightning
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, Stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Abyssal but can't speak
Challenge 6 (2,300 XP)
Bad Flier. The swarm falls at the end of a turn if it's airborne and the only thing holding it aloft is its
flying speed.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain
Temporary Hit Points.
Actions
Multiattack. The abyssal chicken makes two attacks: one with its bite and one with its claws.
Bites (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 9 (2d6+2) slashing damage.
Bites (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 5 (1d6+2) slashing damage.
Claws (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 +
2) slashing damage.
Claws (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
slashing damage.

Swarm of Vargouilles
Medium swarm of tiny fiends, chaotic evil
Armor Class 12
Hit Points 136 (21d8+42)
Speed 5 ft., fly 40 ft.
STR: 6(-2)
DEX: 14(+2)
CON: 13(+1)
INT: 4(-3)
WIS: 7(-2)
CHA: 2(-4)
Damage Resistances Bludgeoning, Piercing, Slashing; cold , fire, lightning
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, Stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
Languages understands Abyssal, Infernal, and any languages it knew before becoming a vargouille
but can't speak
Challenge 7 (2,900 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 Tiny creature. The swarm can't regain Hit Points or gain
Temporary Hit Points.
Actions
Multiattack. The abyssal chicken makes two attacks: one with its bite and one with its claws.
Bite (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2)
slashing damage plus 10 (3d6) poison damage.
Bites (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
slashing damage 10 (3d6) poison damage.
Kiss. The swarm kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a
DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after
each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in
sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma
becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove
curse, greater restoration, or a similar spell on the target before the transformation is complete can
end the curse. Doing so undoes the changes made to the target by the curse.
Stunning Shriek. The swarm shrieks. Each humanoid and beast within 30 feet of the swarm and able to
hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the swarm's
next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or
the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.

Swarm of Imps
Medium swarm of tiny fiends(devil), lawful evil
Armor Class 13
Hit Points 115 (21d8+21)
Speed 30 ft., fly 30 ft.
STR: 6(-2)
DEX: 17(+3)
CON: 13(+1)
INT: 11(+0)
WIS: 12(+1)
CHA: 14(+2)
Skills Stealth +5
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Fire, Poison
Condition Immunities Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, Stunned
Senses Darkvision 120 feet, passive Perception 11
Languages Infernal, Common
Challenge 7 (2,900 XP)
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed
20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics
are the same in each form, except for the speed changes noted. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain
Temporary Hit Points.
Actions
Sting (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 5 ft., one target in the swarm's
space. Hit: 10 (2d6+3) slashing damage, and the target must make a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Sting (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 6 (1d6+3) slashing damage, and the target must make a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The swarm magically turns invisible until it attacks, or until its concentration ends (as if
concentrating on a spell).

Swarm of Quasits
Medium swarm of tiny fiends(demon), chaotic evil
Armor Class 13
Hit Points 95 (21d8)
Speed 40 ft.
STR: 5(-3)
DEX: 17(+3)
CON: 10(+0)
INT: 7(-2)
WIS: 10(+0)
CHA: 10(+0)
Skills Stealth +5
Damage Resistances Bludgeoning, Piercing, Slashing; cold, fire, lightning
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, Stunned
Senses Darkvision 120 feet, passive Perception 11
Languages Abyssal, Common
Challenge 6 (2,300 XP)
Shapechanger. The swarm can use its action to polymorph into a beast form that resembles a rat
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its
statistics are the same in each form, except for the speed changes noted. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the swarm's darkvision.
Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain
Temporary Hit Points.
Actions
Claw (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 5 ft., one target in the swarm's
space. Hit: 10 (2d6+3) slashing damage, and the target must make a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Claw (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 6 (1d6+3) slashing damage, and the target must make a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom
saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of
each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a
success.
Invisibility. The swarm magically turns invisible until it attacks, or until its concentration ends (as if
concentrating on a spell).

Swarm of Quicklings
Medium swarm of tiny fey, chaotic evil
Armor Class 16
Hit Points 116 (21d8+21)
Speed 120 ft.
STR: 4(-3)
DEX: 26(+6)
CON: 13(+1)
INT: 10(+0)
WIS: 12(+1)
CHA: 7(-2)
Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 8 (3,900 XP)
Blurred Movement. Attack rolls against the swarm have disadvantage unless the swarm is
incapacitated.
Evasion. If the swarm is subjected to an effect that allows it to make a Dexterity saving throw to take
only half damage, it instead takes no damage if it succeeds on the saving throw, and only half
damage if it fails.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain
Temporary Hit Points.
Actions
Multiattack. The quickling makes three dagger attacks.
Daggers (swarm has more than half HP). Melee Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft, one
target or one target in the swarm's space. Hit: 14 (2d6 + 6) piercing damage.
Daggers(swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target
or one target in the swarm's space. Hit: 9 (1d6 + 6) piercing damage.

Swarm of Willow-o'-Wisps
Medium swarm of tiny undead, neutral evil
Armor Class 19
Hit Points 284 (63d8)
Speed 0 ft., fly 50 ft. (hover)
STR: 1(-5)
DEX: 28(+9)
CON: 10(+0)
INT: 13(+1)
WIS: 14(+2)
CHA: 11(+0)
Damage Resistances Acid, Cold, Fire, Necrotic, Thunder, Bludgeoning, Piercing, Slashing
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned,
Prone, Restrained, Stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can't speak
Challenge 14 (11,500 XP)
Consume Life.
As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit
points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this
magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Ephemeral.
The will-o'-wisp swarm can't wear or carry anything.
Incorporeal Movement.
The will-o'-wisp swarm can move through other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination.
The will-o'-wisp swarm sheds bright light in a 5 to 20-foot radius and dim light for an additional
number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain
Temporary Hit Points.
Actions
Shock (swarm has more than half HP). Melee Spell Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 22 (4d10) lightning damage.
Shock (swarm has half HP or less). Melee Spell Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 11 (2d10) lightning damage.
Invisibility. The will-o'-wisp swarm and its light magically become invisible until it attacks or uses its
Consume Life, or until its concentration ends (as if concentrating on a spell).

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