Kryx RPGThemesCreatures

Swarm of Poisonous Snakes

Medium swarm of tiny animals
Challenge
2

STR
−1
DEX
4
CON
0
INT
−5
WIS
0
CHA
−4

36
8d8
16
Fort
+0
Ref
+2
Will
−1
Damage resistances bludgeoning, piercing, slashing

Speed 5 m., swim 5 m.
Skills Insight +0 (11), Perception +0 (11)
Senses blindsight 2 m.

Maneuvers. The swarm of poisonous snakes uses maneuvers (maneuver save Difficulty 14). It has 7 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 (rounded up) 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 snake. The swarm can’t regain health or gain temporary health.

Actions

Bites. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 11 (2d6 + 4) piercing damage, or 7 (1d6 + 4) piercing damage if the swarm has half of its health or less. The target must make a Difficulty 10 Fortitude saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Forest, Swampsrd

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 if you miss by 4 or less) if you have advantage on the attack roll, 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 roll.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon in an attempt to inject venom. You must have a form of venom inherent to your body to use this maneuver. On a hit, the creature must make a Fortitude saving throw against poison (Difficulty equal to 8 + your Constitution + your proficiency bonus).

On a failed save, it takes poison damage equal to the stamina die and is poisoned for the duration.

On a successful save, it takes half as much damage.

At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage by two dice for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.