Swarm of Centipedes
Medium swarm of tiny animals- Challenge
- STR
- −4
- DEX
- 1
- CON
- 0
- INT
- −5
- WIS
- −2
- CHA
- −5
- Fort
- +1
- Ref
- −1
- Will
- −4
Maneuvers. The swarm of centipedes uses maneuvers (maneuver save Difficulty 11). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: ambush, inject venom, spring attack
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 health or gain temporary health.
Actions (1)
Bites. Melee Weapon Attack: +2 to hit. Hit: 11 (4d4 + 1) piercing damage, or 8 (3d4 + 1) piercing damage if the swarm has half of its health or less, plus 5 (2d4) poison damage. If the poison damage reduces the target to 0 health, the target is stable but poisoned for 1 hour, even after regaining health, and is paralyzed while poisoned in this way.
Maneuvers
As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.
Enhance
You can increase the damage for each additional stamina die expended.
Prerequisites: You must have a form of venom inherent to your body.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals poison damage.
On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.