Swarms of Humanoids

by Sella

Search GM Binder Visit User Profile

Swarms of Humanoids!

At times, groups of humanoids that are well trained or highly tuned-in to each other can function in a way that very much resembles a swarm, protecting each other in battle and engaging their foes with unified purpose. During these moments of hyper collectivity, the crowd becomes a gestalt, thinking and moving as one, with enhanced capabilities that allow them to better resist their enemy's attacks. Swarms of humanoids will often ignore their sense of self preservation, and become willing to sacrifice themselves for the sake of the group.

These monster stat blocks are intended to abstractly represent a group of ten or so, similar adversaries as a single monster. These can be used to streamline combat with large groups of foes or used to represent a mass combat situation. They can also be used as NPCs-- perhaps as allies, hired help, or as an unusual random encounter or a unique BBEG.

These 'swarms' can be played the same way as the swarms of tiny beasts that appear in the Monster Manual can be played, but also contain a few additional caveats, which are covered in each stat block.


Power in Numbers

It is up to the DM to decide how certain spells or effects will work against a swarm of humanoids. There are rules in each statblock that can help you determine the extent that the swarm is affected, but if you prefer a simpler approach, you can just take a hardline on the swarm's resistances and immunities and decide the swarms are naturally resistant.

If a player decides they want to target a single creature within the swarm, or a certain number of them, you can use the extraction rules contained in each statblock. To do this, just generate a new monster based on whatever type of monster comprises the swarm and subtract an amount equal to that monsters hit points from the current hit point total of the swarm. Example: A swarm of guards with 89 hit points is targeted with a hold person spell. If the spell is successful, a new monster with the stats of a guard is created and its hit point total, which is 11 in this case, is subtracted from the swarm's current hit points, bringing the swarm's hit point total down to 78. The new guard falls under the paralyzed condition and acts on the same initiative order as the swarm.



Swarm of Bandits

Huge swarm of Medium humanoids, any non-lawful alignment


  • Armor Class 12 (Leather Armor)
  • Hit Points 110 (20d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 5 (1,800 XP)

Banditry. In place of one of the swarm's attacks, the swarm can instead target a creature in or next to its space and attempt to take an object, either worn or carried, away from it. The target must succeed on a DC 11 Dexterity or Strength check, or one object is removed from their possession. Any creature that occupies the same space as the swarm, has disadvantage on this check. Objects that can be taken, but are not limited to, include backpacks, coin pouches, jewelry, and stowed weapons.

Power in numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 11(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 55 or fewer hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a bandit from the swarm reduces the swarm's hit point total by 2d8 + 2, down to a minimum of 11 hit points, at which point none more can be extracted.

In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.

Actions

Multiattack. The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (55).

Scimitars. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) slashing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (27).

Light Crossbows. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 27 (5d8 + 5) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (27).

Swarms of bandits are commonly found in lawless towns or lurking near unpatrolled areas, waiting to pounce on another victim of their relentless thievery. Bandits spend their days learning how to perfect their craft, working together in thieves' guilds or forming tightly knit gangs of loyal thugs.
Those who come across a swarm of bandits looking for trouble are hard pressed to leave with out a fight and keep their valuables, though a immediate show of force or a clever bribe can sometimes be enough to ward them off.


Swarms of bandits prefer to ambush their enemies, and will try to lure them into traps. Bandits live and die by the gold piece, but will run away to live and fight another day.
A swarm of bandits can usually be hired cheaply, and can be counted on to execute the dirtier, more unsavory work that more reputable mercenaries would avoid getting wrapped up in. The bandits may charge plenty more if combat is involved, and there is always a risk that a swarm of bandits will attempt to double-cross their benefactors.



Swarm of Commoners

Huge swarm of Medium humanoids, any alignment


  • Armor Class 10
  • Hit Points 40 (10d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 2 (450 XP)

Power in numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 4(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 20 or fewer hit points.

In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a commoner from the swarm reduces the swarm's hit point total by 1d8, down to a minimum of 4 hit points, at which point none more can be extracted.

Actions

Multiattack. The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (20).

Clubs. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 12 (5d4) bludgeoning damage. The damage is halved if the swarm has a quarter of its hit points or fewer (10).

Stones. Ranged Weapon Attack: +2 to hit, range 20 ft./60 ft., one target. Hit: 12 (5d4) bludgeoning damage. The damage is halved if the swarm has a quarter of its hit points or fewer (10).

Bonus Actions

Mob Mentality. If the swarm becomes enraged or offended, it can enter a frenzy as a bonus action. While in a frenzy, the swarm designates a single creature as the pariah and becomes hostile towards it. For the duration of the frenzy, the swarm pursues the pariah at all costs and has advantage on all attacks made against it. As a bonus action, the swarm can designate a new pariah, removing the previous designation. The swarm can choose to end the frenzy at any time.

Swarms of commoners can be seen in every settlement, crowding together at centers of commerce, squirming and shoving past one another on packed streets to buy food and wares, among other essentials. Watching these swarms from a rooftop will certainly prompt one's thoughts toward making comparisons between the commoners mulling about and ants devouring a decaying carcass.


Most commoners are harmless, if not accommodating, but sometimes can become quite dangerous if provoked a certain way. Commoners who reside locally can often be bullishly sanctimonious, especially the visible ones. And when someone disobeys a custom, disrespects a tradition, or commits some kind of taboo offense, the rumors begin circulating. As hearsay passes from mouths to ears, the whispers gradually become chants that fill the streets, and those words whip swarms of commoners into frenzies.


Drawing the ire of a swarm of commoners can result in a tense public confrontation that begins with angry shaming. After that, things can easily escalate to acts of violence. Commoners fight in a shambolic way, hurling sand and stones they pick up off the ground, and wielding everyday tools and all manner of objects as weapons.


A skilled charlatan can exploit a swarm's emotions and direct an angry mob to attack their enemies unquestioningly. And once convinced that a transgression has occurred, a swarm of commoners cannot be easily persuaded to believe otherwise. But commoners can be fickle, and a stirring voice of reason, or a compassionate sermon can sometimes bring clarity to a situation that has spun horribly out of control. Seeking help from a respected noble, or a well-liked priest are just a few ways to chase off a frenzied swarm of commoners.




Swarm of Cultists

Huge swarm of Medium humanoids, any non-good alignment


  • Armor Class 12 (Leather Armor)
  • Hit Points 90 (20d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 10 (+0) 6 (-2) 11 (+0) 7 (-2)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 4 (1,100 XP)

Power in numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 9(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 45 or fewer hit points.

In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a cultist from the swarm reduces the swarm's hit point total by 2d8, down to a minimum of 9 hit points, at which point none more can be extracted.

Actions

Multiattack. The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (45).

Scimitars. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) slashing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (22).

Dark Prayers(1/Day). The swarm casts dispel magic. Its spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks).

No group of humanoids should be more quintessential to the idea of humanoid swarming than the legions of secretive and indoctrinated cultists. Members of these underground societies serve dark masters that would seek to dominate or destroy the world's civilizations. Cultists are a contemptuous ilk, attacking their enemies with moral abandon. To rise the ranks of cultist society, an initiate must sacrifice everything, and must prove to their leaders their devotion to the cult by any means necessary. This often lands cultists in dangerous or suicidal missions.


Cultists form secret cells though an underground network, and become sheltered from influence beyond the cult. To achieve their goals, cultists will resort to a wide spectrum of skullduggery. Members of a cell have a way of fueling each other's zealotry, and help each other erode their moral boundaries, lowering the bar of decency among their peers with each depraved act.


A swarm of cultists share a collective devotion to a cause they believe in, one that they're willing to risk their lives for. But cultists are also prone to feelings of paranoia, and given how cutthroat their culture is, betrayals by the hands of their fellow cultists are inevitable. Anyone clever enough to exploit this aspect of cultist behavior can turn swarms of cultists against each other.


Infiltrating their ranks as a way to fight or disrupt a cult is a dangerous game, and an impostor that is exposed is sure to face a torturous interrogation, followed by either an unceremonious death or worse, they may end up a sacrifice to a demonic lord or some unspeakable eldritch horror.



Swarm of Goblins

Large swarm of Small humanoids, any evil alignment


  • Armor Class 15 (Leather Armor, Shields)
  • Hit Points 70 (20d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 7 (-2)

  • Skills Stealth +5
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin
  • Challenge 6 (2,300 XP)

Fury of the Small in Large Numbers(1/Day). If the swarm damages a creature that occupies the same space as it with an attack, the swarm can double the damage inflicted by the attack.

Power in numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 7(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 35 or fewer hit points.

In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.

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 humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a goblin from the swarm reduces the swarm's hit point total by 2d6, down to a minimum of 7 hit points, at which point none more can be extracted.

Actions

Multiattack. The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (35).

Scimitars. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 27 (5d6 + 10) slashing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (17).

Shortbows. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 27 (5d8 + 5) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (17).

Reactions

Nimble Swarm. If the swarm takes damage, it can use its reaction to move half its speed away from the source of the damage. This movement doesn’t provoke opportunity attacks.

Perhaps the most feared and reviled swarms of humanoids would be the wicked and black-hearted goblins. A single goblin is not much to worry about, but when there's word of goblins roving about, all know that uneasiness too well, and wait with bated breath for the answer to that ever important question: "how many?..." Because when goblins attack in force, their threat increases exponentially.


Masters of warfare, the goblinoids are born to fight as a team. Swarms of goblins exhibit a unique hack and slash synergy for decimating their foes in mutilating sprees, both on the battlefield, and during their raids on poor, unsuspecting villages. To fight them head on means to face a whirling mass of rusty blades and wanton sadism at waist height. And to fight them from afar, you must have excellent cover, as the goblins are deft archers too, and can take down large numbers of enemies with barrages of razor-sharp arrows.


Despite the bravery they may show in battle, a swarm of goblins can be quite cowardly if they face a challenge they are not accustomed to. Swarms of goblins require strong leadership to maintain cohesion, and will disband if they lack direction. A swarm of goblins can be warded off easily with trickery, or even a well built blockade, as goblins lack the patience for prolonged siege.



Swarm of Guards

Huge swarm of Medium humanoids, any lawful alignment


  • Armor Class 16 (Chain Shirts, Shields)
  • Hit Points 110 (20d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 12 (+1) 6 (-2) 11 (+0) 7 (-2)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 7 (2,900 XP)

Power in numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 11(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 55 or fewer hit points.

In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a guard from the swarm reduces the swarm's hit point total by 2d8 + 2, down to a minimum of 11 hit points, at which point none more can be extracted.

Wall of Death(1/Turn). If the swarm moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed a DC 15 Strength saving throw or either be knocked prone, or pushed 5 feet away from the swarm(DM's choice). If the target is prone, the swarm can make one of its spears attacks against it as a bonus action.

Actions

Multiattack. The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (55).

Spears. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (27).

Volley of Spears (recharge 5-6). Ranged Weapon Attack: +4 to hit, range 20 ft./60 ft., one target. Hit: 22 (5d6 + 5) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (27).

Guards are swarms by design, disciplined and trained to attack in formation, usually seen waring matching tunics and bucket-like helmets. Swarms of guards dominate battlefields by linking shields and knocking their opponents back with unrelenting force. Swarms of guards can combine with other swarms to create larger battalions.


Guards are sworn to protect something, someone, or someplace, and are often a caliber of hero that would be eager to devote themselves to a higher calling. Under the direction of a charismatic leader, guards can be driven to make the ultimate sacrifice. Guards usually comprise the fittest and bravest members of of a community, but ranks of mercenaries will also travel away from their homes to offer their services to wealthy lords or vulnerable settlements.


The rhythmic cadence of heavy boots marching on the warpath can send a message of solace, or severity, to all within earshot of a swarm of guards. A swarm of guards not currently in anyone's employ can be hired for protection or for a worthy crusade. Any qualified guard will accept modest pay, but also probably expects room and board, and possibly a stipend for their families back home. Guards that are well taken care of are loyal to the end. Swarms of guards are brave, but fear the wrath of gods, and could back down if faced with a particularly abominable threat.



Swarm of Kobolds

Large swarm of Small humanoids, any alignment


  • Armor Class 12
  • Hit Points 50 (20d6 - 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 9 (-1) 6 (-2) 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, Draconic
  • Challenge 3 (700 XP)

Pack Advantage. The swarm has advantage on melee attacks.

Power in numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 5(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 25 or fewer hit points.

In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.

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 humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a kobold from the swarm reduces the swarm's hit point total by 2d6 - 2, down to a minimum of 5 hit points, at which point none more can be extracted.

Sunlight Sensitivity. While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.

Actions

Multiattack. The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (25).

Daggers. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (5d4 + 10) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (17).

Slings. Ranged Weapon Attack: +4 to hit, range 30 ft./120 ft., one target. Hit: 22 (5d4 + 10) bludgeoning damage. The damage is halved if the swarm has a quarter of its hit points or fewer (17).

The most underrated swarms of humanoids are probably the kobolds. Even among those who live and die by the sword, kobolds are seldom spoken about being the genuine and unique threat they are. While this could be due to their short and waifish stature, it could also be due to a low survivability rate among those who encounter swarms of kobolds, speaking to the untold tales of those who took that wrong turn in the cave and wandered into a den of hungry kobolds to never be seen or heard from again.


Typically, kobolds are shy and reclusive, and many who have come across them, even larger groups of them, have reported a wide variety of behaviors. But skilled survivers of the underdark would advise you to steer clear of the 'scaly scourge.' And those who choose to venture underground, should be wary of falling into any traps the kobolds set around their lairs to catch food and intruders alike, because if a swarm of kobolds nearing starvation were to come across any unlucky stragglers caught in one of their surprisingly well made traps, they're likely to end up on the menu.


When a swarm of kobolds turns violent, the results can vary from guerrilla-style tactics with odd, but clever weaponry, to untamed onslaughts of claws and teeth with the carnivorous fever of a pack of wild, pint-sized predators.


Swarms of kobolds can be extremely feral in nature, and should be engaged cautiously, while avoiding becoming surrounded by them. A single kobold is given to fright quite easily, but as a group their courage spikes astronomically, as their devotion to the tribe often outweighs their sense of self preservation, attacking their foes with suicidal passion.



Swarm of Orcs

Huge swarm of Medium humanoids, any chaotic alignment


  • Armor Class 13 (Hide Armor)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

  • Skills Intimidation +6
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common, Orc
  • Challenge 8 (3,900 XP)Darkvision 60 ft.,

Power in numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 15(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 75 or fewer hit points.

In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting an orc from the swarm reduces the swarm's hit point total by 2d8 + 6, down to a minimum of 15 hit points, at which point none more can be extracted. Darkvision 60 ft.,

Actions

Multiattack. The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (75).

Greataxes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 47 (5d12 + 15) slashing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (37).

Javelins. Melee or Ranged Weapon Attack: +6 to hit, range 30 ft./120 ft., one target. Hit: 32 (5d6 + 15) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (37).

Bonus Actions

Aggressive. As a bonus action, the swarm can move up to its speed toward a hostile creature that it can see.

Swarms of orcs are the stuff legends are made of. Orcs are feared and respected by all who know their combat prowess and their code of conduct. Swarms of orcs are unmatched among humanoids in their ability to wage all-out war. Many have witnessed the destruction that can be left in the wake of orcs on the warpath, recounting with dread the way swarms of orcs carved through their defenses, leaving behind only smoldering wreckage and the gory remains of the fallen.


Orcs carry themselves with a distinct bravado, and while functioning as a group, this extends to all members within, fueling their brazen pursuit of victory on the battlefield. Fighting a swarm of orcs means there will be no quarter, as their customs dictate that it is more honorable to die in battle than to surrender; and they extend this same gesture to their enemies by taking no prisoners. For orcs, the battle is not won until every last enemy combatant is exterminated.

A deep sense of pride fills the heart of every orcish warrior, and being convinced that their actions are dishonorable may be the only way a swarm of orcs will call off an attack once the war drum has been sounded.


A long history of perpetual warfare has done well to nurture an insular society among orcs, and they are given to mistrusting outsiders. Orcs will firmly defend the borders of their territories. Orcs can be compromised with, but it is important to adhere to their customs and to respect their boundaries if you intend to make any diplomatic headway. Swarms of orcs can be persuaded to join an alliance if they find the cause is extremely worthy, or if it affects their sovereignty or access to resources in any way.



Swarm of Scouts

Huge swarm of Medium humanoids, any alignment


  • Armor Class 13 (Leather Armor)
  • Hit Points 160 (30d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 7 (-2) 13 (+1) 6 (-2)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Passive Perception 15
  • Languages Any one language (usually Common)
  • Challenge 9 (5,000 XP)

Keen Hearing and Sight. The swarm has advantage on Wisdom(perception) checks that rely on hearing or sight.

Power in numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 16(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 80 or fewer hit points.

In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a scout from the swarm reduces the swarm's hit point total by 3d8 + 3, down to a minimum of 16 hit points, at which point none more can be extracted.

Actions

Multiattack. The swarm makes four melee attacks or four ranged attacks. The number of attacks the swarm can make becomes two if the swarm has half of its hit points or fewer (80).

Shortswords. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 27 (5d6 + 10) slashing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (40).

Longbows. Ranged Weapon Attack: +6 to hit, range 150 ft./600 ft., one target. Hit: 32 (5d8 + 10) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (40).

The most well trained and dangerous of humanoid swarms would be a swarm of scouts. Scouts can quietly descend upon their enemies in the dark of night, communicating with only brief hand gestures, and then striking their targets with a skillful and precise ambush. Swarms of scouts are specially trained units, capable of tracking creatures over long distances, conducting dangerous reconnaissanse missions, and taking down extremely formidable opponents with advanced warefare techniques.


Swarms of scouts are often permanent squads of hunters or veterans, and can usually be hired as mercenaries for the right price. But other times they come together more organically, as a rapidly assembled posse responding to a call to arms, or drawn in toward a tempting bounty.


Having a swarm of scouts on your tail is quite the dangerous affair. They pursue their quarry with gusto and for sport. If a scout was hired to go after you, it may be possible to outbid their patron, although their loyalties to their benefactors will often run deep. A swarm of scouts will retreat from battle if they realize they are outmatched, but usually will return later, either in greater numbers or with a better plan.


Hiring scouts requires deep pockets, and it doesn't hurt to have some clout either. Their prices will vary based on the level of the danger the mission presents, but once contracted, a swarm of scouts can be relied on to faithfully execute their duties to the fullest of their abilities, or to find an alternative that serves their mission the best way possible.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.