Kryx RPGThemesMonsters

Swarm of Spiders

Medium swarm of tiny beasts
Challenge
½

STR
−4
DEX
1
CON
0
INT
−5
WIS
−2
CHA
−5

22
5d8
14
Fort
+1
Ref
−1
Will
−4
Defense note natural armor
Damage resistances bludgeoning, piercing, slashing
Condition immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Speed 4 m., climb 4 m.
Senses blindsight 2 m.

Maneuvers. The swarm of spiders uses maneuvers (maneuver save DC 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

Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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 insect. The swarm can’t regain health or gain temporary health.

Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

Web Walker. The swarm ignores movement restrictions caused by webbing.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 11 (4d4 + 1) piercing damage, or 11 (4d4 + 1) piercing damage if the swarm has half of its health or less.

Desert, Forest, Swamp, Underdark, Urbansrd

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 (DC 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.