Swarm Template
Any creature can become a swarm so long as there are enough of them. Swarms are large groups of monsters consolidated down into a single entity to keep combat running fast. Swarms are best for low CR creatures.
When a creature joins a swarm, it retains its statistics except as described below. The DM may determine that a swarm gains or loses any new traits or abilities.
Creature Size. If the creature is Tiny or Small, its size increases by two categories. If it is medium or larger, its size increases by one level. See chart below.
Hit Points. If the creature has less than 5 hit die, its now has 8 hit die. If the creature has 5 hit die or more, double the number of hit die it has. The hit die changes based on its new size. See chart below.
Abilitiy Scores. If the creature's strength is 6 or less, it becomes 8. Otherwise, the creature gains a +2 to its Strength ability score.
Damage Resistances. The swarm has resistance to bludgeoning, piercing, and slashing damage.
Condition Immunities. The swarm gains immunity to the following conditions: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned.
Challenge Rating. This is more subjective, when you have completed your swarm consult the chart found on page 274 or see the Chart below.
Swarm Trait. The swarm gains a new trait: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a [original creature's size] creature. The swarm can't regain hit points or gain temporary hit points.
New Attack. The swarm keeps its old attack, but the reach is decreased by 5 feet. The damage is also replaced based off of its CR. See chart below. Once a swarm reaches half it's hit points, it rolls half the amount of damage dice.
Multiattack. If a creature has multiattack, the swarm also has multiattack. In the Swarm CR & Damage chart, the Multi-Attack column determines the amount of dice they roll for their first attack, located on the left side, and any remaining attacks use the damage dice on the right side.
Weapons. Swarms still use their weapons to attack and damage, but their damage die is based on the Swarm Size Chart below. A DM may determine that changing the damage die to match the weapon would better reflect the swarm and its Challenge Rating.
Swarm Size Chart
Original Size | Swarm Size | Swarm Hit Die |
---|---|---|
Tiny | Medium | d8 |
Small | Large | d10 |
Medium | Large | d10 |
Large | Huge | d12 |
Huge | Gargantuan | d20 |
Gargantuan | Gargantuan | d20 |
Swarm CR & Damage
Original CR | Swarm CR | Damage Die | Multiattack |
---|---|---|---|
0 - 1/8 | 1/4 | 2d4 | 1d4 / 1 |
1/8 - 1/4 | 1/2 | 4d4 | 2d4 / 1d4 |
1/4 - 1/2 | 1 | 4d6 | 2d6 / 1d6 |
1/2 - 1 | 2 | 6d4 | 3d4 / 2d4 |
1 - 2 | 3 | 6d6 | 3d6 / 2d6 |
2+ | 4+ | Double its normal dice |
Double / Regular dice |
Kobold Swarm
Large swarm of Small humanoids (kobold),
lawful evil
- Armor Class 12
- Hit Points 37 (8d10 - 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses darkvision 60 ft., passive Perception 8
- Languages Common, Draconic
- Challenge 1 (200 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 small creature. The swarm can't regain hit points or gain temporary hit points.
Sunlight Sensitivity. While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The swarm has advantage on an attack roll so long as they occupy the same space as the targeted creature.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 16 (4d6 + 2) piercing damagee, or 9 (2d6 + 2) piercing damage if the swarm has half of its hit points or fewer.
Sling. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 16 (4d6 + 2) bludgeoning damagee, or 9 (2d6 + 2) bludgeoning damage if the swarm has half of its hit points or fewer.
Ogre Swarm
Huge swarm of Large giants, chaotic evil
- Armor Class 11 (hide armor)
- Hit Points 133 (14d12 + 42)
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses darkvision 60 ft., passive Perception 8
- Languages Common, Giant
- Challenge 4 (1,100 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 large creature. The swarm can't regain hit points or gain temporary hit points.
Actions
Greatclub. Melee Weapon Attack: +7 to hit, reach 0 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damagee, or 14 (2d8 + 5) bludgeoning damage if the swarm has half of its hit points or fewer.
Javelin. Ranged Weapon Attack: +7 to hit, reach 0 ft. or range 25/100 ft., one target. Hit: 19 (4d6 + 5) piercing damagee, or 12 (2d6 + 5) piercing damage if the swarm has half of its hit points or fewer.
Flying Monkey Swarm
Large swarm of Small beasts, unaligned
- Armor Class 12
- Hit Points 45 (8d10)
- Speed 20 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+0) 5 (-3) 12 (+1) 6 (-2)
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses passive Perception 11
- Languages --
- Challenge 1/4 (50 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 small creature. The swarm can't regain hit points or gain temporary hit points.
Pack Tactics. The swarm has advantage on an attack roll so long as they occupy the same space as the targeted creature.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 5 (2d4) piercing damagee, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
Velociraptor Swarm
Medium swarm of Tiny beasts, unaligned
- Armor Class 13 (natural armor)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 6 (-2)
- Skills Perception +3
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses passive Perception 13
- Languages --
- Challenge 1 (200 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 small creature. The swarm can't regain hit points or gain temporary hit points.
Pack Tactics. The swarm has advantage on an attack roll so long as they occupy the same space as the targeted creature.
Actions
Multiattack. The swarm makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature. Hit: 9 (2d6 + 2) piercing damage, or 5 (1d6 + 2) piercing damage if the swarm has half of its hit points or fewer.
Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 5 (1d6 + 2) slashing damage, or 4 (1d4 + 2) slashing damage if the swarm has half of its hit points or fewer.
Monster Statistics by Challenge Rating
CR |
Prof. Bonus |
Armor Class |
Hit Points |
Attack Bonus |
Damage/ Round |
Save DC |
---|---|---|---|---|---|---|
0 | +2 | <13 | 1-6 | <+3 | 0-1 | <13 |
1/8 | +2 | 13 | 7-35 | +3 | 2-3 | 13 |
1/4 | +2 | 13 | 36-49 | +3 | 4-5 | 13 |
1/2 | +2 | 13 | 50-70 | +3 | 6-8 | 13 |
1 | +2 | 13 | 71-85 | +3 | 9-14 | 13 |
2 | +2 | 13 | 86-100 | +3 | 15-20 | 13 |
3 | +2 | 13 | 101-115 | +4 | 21-26 | 13 |
4 | +2 | 14 | 116-130 | +5 | 27-32 | 14 |
5 | +3 | 15 | 131-145 | +6 | 33-38 | 15 |
6 | +3 | 15 | 146-160 | +6 | 39-44 | 15 |
7 | +3 | 15 | 161-175 | +6 | 45-50 | 15 |
8 | +3 | 16 | 176-190 | +7 | 51-56 | 16 |
9 | +4 | 16 | 191-205 | +7 | 57-62 | 16 |
10 | +4 | 17 | 206-220 | +7 | 63-68 | 16 |
11 | +4 | 17 | 221-235 | +8 | 69-74 | 17 |
12 | +4 | 17 | 236-250 | +8 | 75-80 | 17 |
13 | +5 | 18 | 251-265 | +8 | 81-86 | 18 |
14 | +5 | 18 | 266-280 | +8 | 87-92 | 18 |
15 | +5 | 18 | 281-295 | +8 | 93-98 | 18 |
16 | +5 | 18 | 296-310 | +9 | 99-104 | 18 |
17 | +6 | 19 | 311-325 | +10 | 105-110 | 19 |
18 | +6 | 19 | 326-340 | +10 | 111-116 | 19 |
19 | +6 | 19 | 341-355 | +10 | 117-122 | 19 |
20 | +6 | 19 | 356-400 | +10 | 123-140 | 19 |
21 | +7 | 19 | 401-445 | +11 | 141-158 | 20 |
22 | +7 | 19 | 446-490 | +11 | 159-176 | 20 |
23 | +7 | 19 | 491-535 | +11 | 177-194 | 20 |
24 | +7 | 19 | 536-580 | +12 | 195-212 | 21 |
25 | +8 | 19 | 581-625 | +12 | 213-230 | 21 |
26 | +8 | 19 | 626-670 | +12 | 231-248 | 21 |
27 | +8 | 19 | 671-715 | +13 | 249-266 | 22 |
28 | +8 | 19 | 716-760 | +13 | 267-284 | 22 |
29 | +9 | 19 | 761-805 | +13 | 285-302 | 22 |
30 | +9 | 19 | 806-850 | +14 | 303-320 | 23 |
Chart from pg 274 of the Dungeon Master's Guide.