Swarm of Wasps
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 wasps 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: dive attack, 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: 6 (2d4 + 1) piercing damage, or 3 (1d4 + 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 while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.
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.
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.