Page 338 - D&D Bestiary
P. 338
SCORPION ACTIONS
Tiny beast, unaligned Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must succeed on a DC 9
Armor Class 11 (natural armor) Constitution saving throw or take 2 (1d4) poison damage.
Hit Points 1 (1d4 - 1)
Speed 10ft.
SWARM OF BATS
STR DEX CON INT WIS CHA Medium swarm of Tiny beasts, unaligned
2 (- 4) 11 (+0) 8 (-1) 1 (-5) 8 (- 1) 2 (-4)
Armor Class 12
Senses blindsight 10 ft., passive Perception 9 Hit Points 22 (Sd8)
Languages - Speed 0 ft., fly 30ft.
Challenge 0 (10 XP)
STR DEX CON INT WIS CHA
5 (-3) 15 (+2} 10 (+0) 2 (- 4) 12 (+1) 4 (-3)
ACTIONS
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature. Damage Resistances bludgeoning, piercing, slashing
Hit: 1 piercing damage, and the target must make a DC 9 Condition Immunities charmed, frightened, paralyzed,
Constitution saving throw, taking 4 (1d8) poison damage on a petrified, prone, restrained, stunned
failed save, or half as much damage on a successful one. Senses blindsight 60ft., passive Perception 11
Languages -
Challenge 1/4 (50 XP)
SEA HORSE
Tiny beast, unaligned
Echolocation. The swarm can't use its blindsight
while deafened.
Armor Class 11
Hit Points 1 (1d4 - 1) Keen Hearing. The swarm has advantage on Wisdom
Speed 0 ft., swim 20ft. (Perception) checks that rely on hearing.
Swarm. The swarm can occupy another creature's space and
STR DEX CON INT WIS CHA
vice versa, and the swarm can move through any opening large
1 (- 5) 12 (+1) 8 (-1) 1 (- 5) 10 (+0) 2 (-4)
enough for a Tiny bat. The swarm can't regain hit points or
gain temporary hit points.
Senses passive Perception 10
Languages -
Challenge 0 (0 XP) ACT IO NS
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft. , one creature
in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4)
Water Breathing. The sea horse can breathe only underwater.
piercing damage if the swarm has half of its hit points or fewer.
SPIDER THE NATURE OF SWARMS
Tiny beast, unaligned The swarms presented here aren't ordinary or benign
assemblies of little creatures. They form as a result of some
Armor Class 12 sinister or unwholesome influence. A vampire can summon
Hit Points 1 (1d4- 1) swarms of bats and rats from the darkest corners of the
Speed 20ft., climb 20 ft. night, while the very presence of a mummy lord can cause
scarab beetles to boil up from the sand-filled depths of its
STR DEX CON INT WIS CHA tomb. A hag might have the power to turn swarms of ravens
2 (- 4) 14 (+2) 8 (- 1) 1 (- 5) 10 (+0) 2 (- 4) against her enemies, while a yuan-ti abomination might have
swarms of poisonous snakes slithering in its wake. Even
Skills Stealth +4 druids can't charm these swarms, and their aggressiveness
Senses darkvision 30 ft. , passive Perception 10 is borderline unnatural.
Languages -
Challenge 0 (10 XP)
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with
the same web.
Web Walker. The spider ignores movement restrictions caused
by webbing.
337

