Page 212 - Dragonix - DM Options, Monster Talents II
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Cranium Rats, Swarm of























































         Cranium Rats, Swarm of Elder                          following spells, requiring no components:

         Medium swarm of Tiny beasts, lawful evil              At will: command, comprehend languages, detect thoughts
                                                               1/day each: clairvoyance, confusion, dominate monster, fear,
         Armor Class 12 (natural armor)                          phantasmal force
         Hit Points 54 (12d8)                                  Swarm. The swarm can occupy another creature’s space and vice
         Speed 30 ft.
                                                               versa, and the swarm can move through any opening large enough
                                                               for a Tiny rat. The swarm can’t regain hit points or gain temporary hit
             STR           DEX           CON           INT           WIS           CHA
                                                               points.
                   9 (-1)       14 (+2)       10 (+0)     16 (+3)      12 (+1)      15 (+2)
                                                               Telepathic Shroud. The swarm is immune to any effect that would
         Damage Resistances bludgeoning, piercing, slashing    sense its emotions or read its thoughts, as well as to all divination
         Condition Immunities charmed, frightened, grappled, paralyzed,   spells.
           petrified, prone, restrained, stunned               Actions
         Senses darkvision 30 ft., passive Perception 11
         Languages  telepathy 30 ft.                           Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the
         Challenge 6 (2,300 XP)                                swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing
                                                               damage if the swarm has half of its hit points or fewer.
         Illumination. As a bonus action, the swarm can shed dim light from   Mind Blast (Recharge after a Short or Long Rest). The swarm
         its brains in a 5-foot radius, increase the illumination to bright light   magically emits psychic energy in a 30-foot cone. Each creature in
         in a 5- to 20-foot radius (and dim light for an additional number of   that area must succeed on a DC 14 Intelligence saving throw or take
         feet equal to the chosen radius), or extinguish the light.  15 (3d8 + 2) psychic damage and be stunned for minute. A creature
                                                               can repeat the saving throw at the end of each of its turns, ending the
         Innate Spellcasting (Psionics). The swarm’s innate spellcasting
                                                               effect on itself on a success.
         ability is Intelligence (spell save DC 14). As long as it has more than
         half of its hit points remaining, the swarm can innately cast the

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