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# The Swarm #### Swarm Pod *Living Trap* Swarm Pods are thick, fleshly incubated pods created and deposited by Snatchers where Juvies and Screamers are both created and housed from. Pods occupy a 5 foot cube and provide three-quarters cover for creatures hiding behind them. Pods emit dim light in a 5-foot radius. Whenever a creature hiding behind a Pod is targeted by a ranged attack and the attack misses it instead hits the Pod. Swarm Pods have AC 10, 20 hit points, immunity to psychic damage, and immunity to all conditions. When a Pod is reduced to 0 hit points, roll a d100, on a result of 1-25 the Pod is destroyed and nothing else happens, on a result of 26-50 the Pod pops and releases an unconscious **Commoner**, on a result of 51-75 the Pod pops and releases a Screamer, the Screamer lets out a piercing howl and causes all other Pods within 100 feet to pop, on a result of 76-100 the Pod releases a **Swarm Juvie** which rolls its own initiative. A Pod popped by a Screamer releases a Juvie on a d100 result of 1-50, or nothing on a result of 51-100. If a Pod is included in the area of a spell or is targeted by a spell that requires a saving throw, the Pod automatically fails the saving throw. ___ > ## Swarm Juvie >*Small humanoid (swarm), unaligned* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 14 (4d6) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|6 (-2)|8 (-1)|6 (-2)| >___ > - **Senses** darkvision 120ft ., passive Perception 9 > - **Languages** — > - **Challenge** 1/2 (100 XP) > ___ > ***Hive Mind.*** The juvie shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Pack Tactics.*** The juvie has advantage on attack rolls against a creature if at least one of the juvie's allies is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions > ***Multiattack.*** The juvie makes two Claw attacks. > > ***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. ___ > ## Imago Drone >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 55 (10d8 + 10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|12 (+1)|8 (-1)|10 (+0)|8 (-1)| >___ > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** Tyran, Swarm > - **Challenge** 1 (200 XP) > ___ > ***Down But Not Out.*** If damage reduces the imago to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the imago drops to 1 hit point and is knocked prone instead. > > ***Hive Mind.*** The imago shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Multiattack.*** The imago makes two Lancer attacks or two Chainsaw Bayonet attacks. > > ***Fist.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. > > ***Lancer Assault Rifle.*** *Ranged Weapon Attack:* +3 to hit, range 80/240 ft., one target. *Hit:* 7 (2d6) piercing damage. When the imago makes a Lancer attack it can instead choose to make two Lancer attacks at disadvantage. > > ***Chainsaw Bayonet.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (3d4 + 1) slashing damage. If the imago chooses, it can lodge the chainsaw bayonet in the target if it is Medium or smaller, effectively grappling it (escape DC 13). While grappled, the target takes 7 (3d4) slashing damage at the end of each of its turns and the imago can’t use it's chainsaw bayonet on another target. Additionally when lodged in a target, if the target is wearing armor, its AC is permanently reduced by 2 until the armor is repaired. A creature reduced to 0 hit points by this damage dies and is cut into two pieces. > ### Bonus Actions > ***Aggressive.*** The imago moves up to its speed toward a hostile creature that it can see. \pagebreak ___ > ## Swarm Drone >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 15 (piecemeal armor) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|14 (+2)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Tyran, Swarm > - **Challenge** 4 (1,100 XP) > ___ > ***Down But Not Out.*** If damage reduces the drone to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drone drops to 1 hit point and is knocked prone instead. > > ***Hive Mind.*** The drone shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Multiattack.*** The drone makes three Lancer attacks or three Chainsaw Bayonet attacks. > > ***Fist.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage. > > ***Lancer Assault Rifle.*** *Ranged Weapon Attack:* +4 to hit, range 80/240 ft., one target. *Hit:* 7 (2d6) piercing damage. When the drone makes a Lancer attack it can instead choose to make two Lancer attacks at disadvantage. > > ***Chainsaw Bayonet.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (3d4 + 2) slashing damage. If the drone chooses, it can lodge the chainsaw bayonet in the target if it is Medium or smaller, effectively grappling it (escape DC 14). While grappled, the target takes 7 (3d4) slashing damage at the end of each of its turns and the drone can’t use it's chainsaw bayonet on another target. Additionally when lodged in a target, if the target is wearing armor, its AC is permanently reduced by 2 until the armor is repaired. A creature reduced to 0 hit points by this damage dies and is cut into two pieces. ___ > ## Elite Drone >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 17 (scrap armor) > - **Hit Points** 112 (15d8 + 45) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|16 (+3)|12 (+1)|14 (+2)|12 (+1)| >___ > - **Senses** darkvision 120 ft., passive Perception 12 > - **Languages** Tyran, Swarm > - **Challenge** 6 (2,300 XP) > ___ > ***Down But Not Out.*** If damage reduces the drone to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drone drops to 1 hit point and is knocked prone instead. > > ***Hive Mind.*** The drone shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Multiattack.*** The elite drone makes three Lancer attacks or three Chainsaw Bayonet attacks. > > ***Fist.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage. > > ***Lancer Assault Rifle.*** *Ranged Weapon Attack:* +6 to hit, range 80/240 ft., one target. *Hit:* 7 (2d6) piercing damage. When the drone makes a Lancer attack it can instead choose to make two Lancer attacks at disadvantage. > > ***Chainsaw Bayonet.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (3d4 + 3) slashing damage. If the drone chooses, it can lodge the chainsaw bayonet in the target if it is Medium or smaller, effectively grappling it (escape DC 16). While grappled, the target takes 7 (3d4) slashing damage at the end of each of its turns and the drone can’t use it's chainsaw bayonet on another target. Additionally when lodged in a target, if the target is wearing armor, its AC is permanently reduced by 2 until the armor is repaired. A creature reduced to 0 hit points by this damage dies and is cut into two pieces. > ### Bonus Actions > ***Aggressive.*** The drone moves up to its speed toward a hostile creature that it can see. \pagebreak ___ > ## Swarm Grenadier >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 15 (piecemeal armor) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|14 (+2)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** Tyran, Swarm > - **Challenge** 4 (1,100 XP) > ___ > ***Down But Not Out.*** If damage reduces the grenadier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the grenadier drops to 1 hit point and is knocked prone instead. > > ***Hive Mind.*** The grenadier shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Multiattack.*** The grenadier makes two Gnasher attacks and uses Bolo Grenade if able. > > ***Fist.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage. > > ***Gnasher Shotgun.*** *Ranged Weapon Attack:* +4 to hit, range 30/90 ft., one target. *Hit:* 7 (2d6) piercing damage, or 9 (2d8) piercing damage if the target is within 15 feet. > > ***Bolo Grenade (3/Day).*** The grenadier throws a grenade at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw, taking 7 (2d6) piercing damage plus 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. ___ > ## Elite Grenadier >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 17 (armored overcoat) > - **Hit Points** 112 (15d8 + 45) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|18 (+4)|12 (+1)|12 (+1)|12 (+1)| >___ > - **Damage Resistances** piercing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Tyran, Swarm > - **Challenge** 8 (3,900 XP) > ___ > ***Armored Helmet.*** If a ranged weapon attack against the grenadier would be a critical hit it becomes a normal hit. The helmet is then destroyed. > > ***Down But Not Out.*** If damage reduces the grenadier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the grenadier drops to 1 hit point and is knocked prone instead. > > ***Hive Mind.*** The grenadier shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Multiattack.*** The elite grenadier makes two Overkill attacks and uses Flashbang Grenade if able. > > ***Fist.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage. > > ***Overkill Shotgun.*** *Ranged Weapon Attack:* +6 to hit, range 20/60 ft., one target. *Hit:* 22 (4d10) piercing damage, or 26 (4d12) piercing damage if the target is within 10 feet. > > ***Flashbang Grenade (3/Day).*** The grenadier throws a grenade at a point it can see within 30 feet of it. The grenade explodes in a blinding flash of light on impact. Each creature within 10 feet of the flash must succeed on a DC 14 Dexterity saving throw or be blinded until the end of the grenadier's next turn. \pagebreak ___ > ## Swarm Sniper >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 15 (piecemeal armor) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Skills** Perception +5 > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** Tyran, Swarm > - **Challenge** 3 (700 XP) > ___ > ***Down But Not Out.*** If damage reduces the sniper to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the sniper drops to 1 hit point and is knocked prone instead. > > ***Hive Mind.*** The sniper shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Fist.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage. > > ***Longshot Sniper Rifle.*** *Ranged Weapon Attack:* +5 to hit, range 160/480 ft., one target. *Hit:* 13 (2d12) piercing damage. The sniper does not have disadvantage on attacks made at long range, but does have disadvantage on the attack roll if the target is within 20 feet of it. ___ > ## Elite Sniper >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 17 (scrap armor) > - **Hit Points** 91 (14d8 + 28) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|14 (+2)|12 (+1)|18 (+4)|12 (+1)| >___ > - **Skills** Perception +7 > - **Damage Resistances** piercing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 17 > - **Languages** Tyran, Swarm > - **Challenge** 7 (2,900 XP) > ___ > ***Down But Not Out.*** If damage reduces the sniper to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the sniper drops to 1 hit point and is knocked prone instead. > > ***Hive Mind.*** The sniper shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Multiattack.*** The sniper makes three EMBAR attacks and uses Shock Grenade if able. > > ***EMBAR Railgun.*** *Ranged Weapon Attack:* +7 to hit, range 160/480 ft., one target. *Hit:* 11 (2d10) piercing damage. This attack scores a critical hit on a roll of 18 to 20. The sniper does not have disadvantage on attacks made at long range, but does have disadvantage on the attack roll if the target is within 20 feet of it. > > ***Fist.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage. > > ***Shock Grenade (3/Day).*** The sniper throws a shock grenade at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) lightning damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage and is not incapacitated. \pagebreak ___ ___ > ## Swarm Hunter >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 15 (piecemeal armor) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Skills** Stealth +5 > - **Senses** darkvision 120 ft., passive Perception 13 > - **Languages** Tyran, Swarm > - **Challenge** 3 (700 XP) > ___ > ***Down But Not Out.*** If damage reduces the hunter to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the hunter drops to 1 hit point and is knocked prone instead. > > ***Hive Mind.*** The hunter shares her mind with every other locust or swarm creature, and can communicate her thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Multiattack.*** The hunter makes three Markza attacks. > > ***Fist.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage. > > ***Markza Mk 1.*** *Ranged Weapon Attack:* +5 to hit, range 80/240 ft., one target. *Hit:* 9 (2d8) piercing damage. > > ***Smoke Grenade (3/Day).*** The hunter throws a smoke grenade at a point she can see within 30 feet of her. The grenade creates a 10-foot radius sphere of smoke centered on that point. The sphere spreads around corners, and its area is heavily obscured. It remains for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. ___ ___ > ## Elite Hunter >*Medium humanoid (swarm), neutral evil* > ___ > - **Armor Class** 17 (hunter rags) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|14 (+2)|12 (+1)|18 (+4)|12 (+1)| >___ > - **Saving Throws** Dex +7 > - **Skills** Stealth +7 > - **Senses** darkvision 120 ft., passive Perception 14 > - **Languages** Tyran, Swarm > - **Challenge** 5 (1,800 XP) > ___ > ***Down But Not Out.*** If damage reduces the hunter to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the hunter drops to 1 hit point and is knocked prone instead. > > ***Evasion.*** If the hunter is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, the hunter instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. > > ***Hive Mind.*** The hunter shares her mind with every other locust or swarm creature, and can communicate her thoughts and observations to them instantaneously and without limitation. > ### Actions > ***Multiattack.*** The hunter makes one Torque Bow attack, or two Fist attacks. She then uses Smoke Grenade if able. > > ***Fist.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage. > > ***Torque Bow.*** *Ranged Weapon Attack:* +7 to hit, range 100/400 ft., one target. *Hit:* 13 (2d12) piercing damage, and the target is impaled by an explosive bolt. Any creature can take an action to remove the bolt with a successful DC 15 Strength check. If the bolt remains in the target at the end of its turn, the bolt explodes.\ > When the bolt explodes, the target takes 13 (2d12) fire damage and each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking the same damage on a failed save, or half as much damage on a successful one. > > ***Smoke Grenade (3/Day).*** The hunter throws a smoke grenade at a point she can see within 30 feet of her. The grenade creates a 10-foot radius sphere of smoke centered on that point. The sphere spreads around corners, and its area is heavily obscured. It remains for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. > ### Bonus Actions > ***Cloaking Field.*** The hunter becomes invisible. Any equipment she wears or carries is also invisible as long as the equipment is on her person. This invisibility ends immediately after she makes an attack roll or is hit by an attack roll. \pagebreak ___ ___ > ## Scion >*Large humanoid (swarm), neutral evil* > ___ > - **Armor Class** 15 (piecemeal armor) > - **Hit Points** 180 (19d10 + 76) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|20 (+5)|18 (+4)|10 (+0)|12 (+1)|8 (-1)| >___ > - **Skills** Intimidation +3 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Tyran, Swarm > - **Challenge** 12 (8,400 XP) > ___ > ***Hive Mind.*** The scion shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Rallying Aura.*** Unless the scion is incapacitated, all swarm creatures within 10 feet of it gain a +2 bonus to their AC and resistance to nonmagical bludgeoning, piercing, and slashing damage. > ### Actions > ***Multiattack.*** The scion makes two Breaker Mace attacks. > > ***Breaker Mace.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage. This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice. > > ***Boomshot.*** *Ranged Weapon Attack:* +10 to hit, range 30/120 ft., one target. *Hit:* 19 (3d12) fire damage. *Hit or Miss:* Each creature within 5 feet of the target must make a DC 18 Dexterity saving throw, taking the same damage on a failed save, or half as much damage on a successful one. The scion must then use it's bonus action to reload the Boomshot before it can attack with it again. > > ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the scion can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the scion. A creature can benefit from only one Leadership die at a time. This effect ends if the scion is incapacitated. > ### Legendary Actions >The scion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The scion regains spent legendary actions at the start of its turn. > > **Detect.** The scion makes a Wisdom (Perception) check. > > **Move.** The scion moves up to its speed without provoking opportunity attacks. > > **Attack.** The scion makes one Breaker Mace attack. > > **Boomshot (Costs 2 Actions).** The scion makes one Boomshot attack. > > **Frighten Foe (Costs 2 Actions).** The scion targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of scion's next turn. \pagebreak ___ ___ > ## Armored Scion >*Large humanoid (swarm), neutral evil* > ___ > - **Armor Class** 16 (light scion armor) > - **Hit Points** 180 (19d10 + 76) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|20 (+5)|18 (+4)|10 (+0)|12 (+1)|8 (-1)| >___ > - **Skills** Intimidation +4 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Tyran, Swarm > - **Challenge** 13 (10,000 XP) > ___ > ***Hive Mind.*** The scion shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Rallying Aura.*** Unless the scion is incapacitated, all swarm creatures within 10 feet of it gain a +2 bonus to their AC and resistance to nonmagical bludgeoning, piercing, and slashing damage. > ### Actions > ***Multiattack.*** The scion makes three Buzzkill attacks or two Breaker Mace attacks. > > ***Breaker Mace.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage. This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice. > > ***Buzzkill.*** *Ranged Weapon Attack:* +10 to hit, range 80/320 ft., one target. *Hit:* 11 (2d10) slashing damage. This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice. If the scion rolls a 20 on its attack roll with this weapon, the target takes an extra 14 (4d6) slashing damage. Then roll another d20. On a 20, the attack lops off one of the target's limbs, with the effect of such loss determined by the GM. If the target has no limb to sever, it lops off a portion of its body instead. > > ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the scion can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the scion. A creature can benefit from only one Leadership die at a time. This effect ends if the scion is incapacitated. > ### Legendary Actions >The scion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The scion regains spent legendary actions at the start of its turn. > > **Detect.** The scion makes a Wisdom (Perception) check. > > **Move.** The scion moves up to its speed without provoking opportunity attacks. > > **Attack.** The scion makes one Buzzkill attack or one Breaker Mace attack. > > **Frighten Foe (Costs 2 Actions).** The scion targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 19 Wisdom saving throw or be frightened until the end of scion's next turn. \pagebreak ___ ___ > ## Heavy Scion >*Large humanoid (swarm), neutral evil* > ___ > - **Armor Class** 18 (heavy scion armor) > - **Hit Points** 180 (19d10 + 76) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|20 (+5)|18 (+4)|10 (+0)|12 (+1)|8 (-1)| >___ > - **Saving Throws** Int +5, Wis +6, Cha +4 > - **Skills** Intimidation +4 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Tyran, Swarm > - **Challenge** 16 (15,000 XP) > ___ > ***Hive Mind.*** The scion shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Rallying Aura.*** Unless the scion is incapacitated, all swarm creatures within 10 feet of it gain a +2 bonus to their AC and resistance to nonmagical bludgeoning, piercing, and slashing damage. > ### Actions > ***Multiattack.*** The scion makes two Mulcher attacks or three Breaker Mace attacks. > > ***Breaker Mace.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage. This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice. > > ***Mulcher.*** *Ranged Weapon Attack:* +10 to hit, range 150/600 ft., one target. *Hit:* 18 (4d8) piercing damage. When the scion makes a Mulcher attack it can instead choose to make two Mulcher attacks at disadvantage. > > ***Suppressing Fire.*** The scion lays down suppressing fire from its mulcher at a point it can see within 150 feet of it. Each creature in a 10-foot-cube centered on that point must make a DC 18 Dexterity saving throw or take 18 (4d8) piercing damage on a failed save, or half as damage much on a successful one.\ > Additionally, the area becomes difficult terrain until the start of the scion's next turn, a creature in the area has disadvantage on attack rolls while within the area, and when a creature moves into, out of, or within the area, it takes 7 (2d6) piercing damage for every 5 feet it moves within the area. > > ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the scion can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the scion. A creature can benefit from only one Leadership die at a time. This effect ends if the scion is incapacitated. > ### Legendary Actions >The scion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The scion regains spent legendary actions at the start of its turn. > > **Move.** The scion moves up to its speed without provoking opportunity attacks. > > **Attack.** The scion makes one Mulcher attack or one Breaker Mace attack. > > **Command Ally.** The scion targets one ally it can see within 30 feet of it. If the target can see and hear the scion, the target can make one weapon attack as a reaction and gains advantage on the attack roll. > > **Frighten Foe (Costs 2 Actions).** The scion targets up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or be frightened of it until the end of the scion's next turn. Any target within 5 feet of the scion has disadvantage on the saving throw. \pagebreak ___ ___ > ## Scion Elite >*Large humanoid (swarm), neutral evil* > ___ > - **Armor Class** 19 (scion armor, boomshield) > - **Hit Points** 190 (20d10 + 80) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|20 (+5)|18 (+4)|10 (+0)|12 (+1)|8 (-1)| >___ > - **Saving Throws** Int +5, Wis +6, Cha +4 > - **Skills** Intimidation +4 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Tyran, Swarm > - **Challenge** 19 (22,000 XP) > ___ > ***Hive Mind.*** The scion shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Legendary Resistance (1/Day).*** If the scion fails a saving throw, it can choose to succeed instead. > > ***Rallying Aura.*** Unless the scion is incapacitated, all swarm creatures within 10 feet of it gain a +2 bonus to their AC and resistance to nonmagical bludgeoning, piercing, and slashing damage. > ### Actions > ***Multiattack.*** The scion makes two Salvo attacks or three Scythe attacks. > > ***Scythe.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) slashing damage. > > ***RL-4 Salvo.*** *Ranged Weapon Attack:* +11 to hit, range 40/120 ft., one target. *Hit:* 22 (4d10) fire damage. *Hit or Miss:* Each creature within 5 feet of the target must make a DC 19 Dexterity saving throw, taking the same damage on a failed save, or half as much damage on a successful one. > > ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the scion can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the scion. A creature can benefit from only one Leadership die at a time. This effect ends if the scion is incapacitated. > ### Legendary Actions >The scion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The scion regains spent legendary actions at the start of its turn. > > **Detect.** The scion makes a Wisdom (Perception) check. > > **Move.** The scion moves up to its speed without provoking opportunity attacks. > > **Attack.** The scion makes one Scythe attack. > > **Command Ally.** The scion targets one ally it can see within 30 feet of it. If the target can see and hear the scion, the target can make one weapon attack as a reaction and gains advantage on the attack roll. > > **Frighten Foe (Costs 2 Actions).** The scion up to four creatures it can see within 30 feet of it. Each target must succeed on a DC 20 Wisdom saving throw or be frightened of it until the end of the scion's next turn. Any target within 5 feet of the scion has disadvantage on the saving throw. \pagebreak ___ ___ > ## Scion Warden >*Large humanoid (swarm), neutral evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 210 (20d10 + 100) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|20 (+5)|20 (+5)|10 (+0)|12 (+1)|8 (-1)| >___ > - **Saving Throws** Int +6, Wis +7, Cha +5 > - **Skills** Intimidation +5 > - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Tyran, Swarm > - **Challenge** 20 (25,000 XP) > ___ > ***Ablative Armor.*** Any time the scion is targeted by a ranged weapon attack that deals bludgeoning, piercing, or slashing damage, roll a d6. On a 1 to 3, the scion is affected, on a 4 to 5 the scion is unaffected. On a 6, the scion is unaffected, and the effect is reflected back at the attacker as though it originated from the scion, turning the attacker into the target. > > ***Hive Mind.*** The scion shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Imulsion Crystal Shell.*** Any critical hit against the scion becomes a normal hit. > > ***Legendary Resistance (2/Day).*** If the scion fails a saving throw, it can choose to succeed instead. > > ***Standing Leap.*** The scion's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > ### Actions > ***Multiattack.*** The scion makes three Breaker Mace attacks. > > ***Breaker Mace.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 25 (4d8 + 7) bludgeoning damage. This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice. If this damage reduces a creature to 0 hit points, it is eviscerated as its body is torn apart in a shower of gore. > > ***Deadly Leap.*** The scion leaps up to 30 feet, provided its speed isn't 0, it then lands on its feet in a space that contains one or more other creatures. Each of those creatures must make a DC 21 Strength or Dexterity saving throw (target's choice). On a failed save, a creature takes 18 (4d8) bludgeoning damage plus 18 (4d8) slashing damage and is knocked prone. On a successful save, a creature takes half as much damage, isn't knocked prone, and is pushed 5 feet out of the scion's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the scion's space. If this damage reduces a creature to 0 hit points, it is eviscerated as its body is torn apart in a shower of gore. > > ***Shockwave Slam.*** The scion slams its maces down in front of it, creating a shockwave through the earth in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. > ### Bonus Actions > ***Aggressive.*** The scion moves up to its speed toward a hostile creature that it can see. > ### Reactions > ***Parry.*** The scion adds adds 6 to its AC against one weapon attack that would hit it. To do so, the scion must see the attacker and be wielding a melee weapon. > ### Legendary Actions >The scion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The scion regains spent legendary actions at the start of its turn. > > **Detect.** The scion makes a Wisdom (Perception) check. > > **Move.** The scion moves up to its speed. > > **Attack.** The scion makes one Breaker Mace attack. > > **Deadly Leap (Costs 2 Actions).** The scion uses Deadly Leap. > > **Frighten Foe (Costs 2 Actions).** The scion up to five creatures it can see within 30 feet of it. Each target must succeed on a DC 21 Wisdom saving throw or be frightened of it until the end of the scion's next turn. Any target within 5 feet of the scion has disadvantage on the saving throw. \pagebreak ___ > ## Pouncer >*Medium monstrosity (swarm), unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 110 (13d8 + 52) > - **Speed** 40 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|19 (+4)|19 (+4)|3 (-4)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Dex +7 > - **Skills** Perception +5 > - **Damage Resistances** piercing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** — > - **Challenge** 6 (2,300 XP) > ___ > ***Hive Mind.*** The pouncer shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Standing Leap.*** The pouncer long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > ### Actions > ***Multiattack.*** The pouncer makes one Bite attack and two Claw attacks. Or it makes three Tail Spike attacks. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage. If the pouncer moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the pouncer can make one Bite attack against it as a bonus action. > > ***Tail Spike.*** *Ranged Weapon Attack:* +7 to hit, range 100/200 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage. > ### Bonus Actions > ***Nimble Escape.*** The pouncer takes the Disengage or Hide action. ___ > ## Swarm Leech >*Tiny monstrosity (swarm), unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 5 (2d4) > - **Speed** 20 ft., climb 20 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|12 (+1)|10 (+0)|2 (-4)|11 (+0)|2 (-4)| >___ > - **Skills** Athletics +0 > - **Senses** blindsight 30 ft., passive Perception 10 > - **Languages** — > - **Challenge** 1/4 (50 XP) > ___ > ***Death Burst.*** When the leech dies, it explodes in a burst of guts and acid. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. > > ***Hive Mind.*** The leech shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Tech Corruption.*** A Large or smaller Construct with 4 or more leeches attached to it must succeed on a DC 11 Constitution saving throw or be incapacitated for 1 minute as the leeches corrupt and transform it into a **Reject**. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5ft, one target. *Hit:* 3 (1d4 + 1) piercing damage and the leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the leech's turns, the target loses 5 (2d4) hit points due to blood loss. If this damage reduces the creature to 0 hit points and it has 2 or more leeches attached to it, its body is ripped apart.\ > The attached leech moves with the target whenever the target moves, requiring none of the leech's movement. The leech can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a leech. \pagebreak ___ ___ > ## Swarm Flock >*Huge swarm of Tiny monstrosities (swarm), unaligned* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 152 (16d12 + 48) > - **Speed** 20 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|20 (+5)|17 (+3)|2 (-4)|11 (+0)|2 (-4)| >___ > - **Damage Resistances** bludgeoning, piercing, slashing > - **Condition Immunities** charmed, frightened, paralyzed, petrified, prone, restrained, stunned > - **Senses** blindsight 60 ft., passive Perception 10 > - **Languages** — > - **Challenge** 11 (7,200 XP) > ___ > ***Blood Frenzy.*** The flock has advantage on melee attack rolls against any creature that doesn't have all its hit points. > > ***Disrupt Comms.*** The flock disrupts and prevents all forms of electronic communication within 1 mile of it. > > ***Flyby.*** The flock doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Hive Mind.*** The flock shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Swarm.*** The flock can occupy another creature's space and vice versa, and the flock can move through any opening large enough for a Tiny leech. The flock can't regain hit points or gain temporary hit points. > ### Actions > ***Engulf.*** *Melee Weapon Attack:* +9 to hit, reach 0 ft., one target in the flock's space. *Hit:* 26 (6d6 + 5) piercing damage and 4 (1d6 + 1) leeches attach to the target, or 15 (3d6 + 5) piercing damage and 2 (1d4) leeches attach to the target if the flock has half of its hit points or fewer. The flock loses a number of hit points equal to the number of leeches that attached to the target. > > ***Abduct.*** The flock attempts to envelop a creature within its space. The target must succeed on a DC 18 Strength saving throw or be grappled (escape DC 18) as it is lifted off the ground by the flock. Until the grapple ends, the target is restrained. If the creature is Medium or smaller, the flock's speed isn't halved by moving it. > > ***Cyclone (Recharge 5-6).*** The flock swirls around in a cyclone like fashion. Each creature within 15 feet of the flock must make a DC 18 Strength saving throw or be pulled into the nearest space the flock occupies. On a successful save the target is pulled 5 feet towards the flock, entering its space if it is already within 5 feet of it. A creature that enters the flocks space takes 42 (12d6) piercing damage and 4 (1d6 + 1) leeches attach to the target and the flock loses a number of hit points equal to the number of leeches that attached to the target. > > ***Evisceration (Recharge 6).*** Each creature in the flock's space must make a DC 18 Constitution saving throw, taking 54 (12d8) slashing damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points it dies as its body is ripped apart into tiny chunks of gore. > ### Bonus Actions > ***Mobile Flying.*** The flock flies up to half its speed. \pagebreak ___ ___ > ## Snatcher >*Huge monstrosity (swarm), unaligned* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 220 (21d12 + 84) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|16 (+3)|19 (+4)|5 (-3)|14 (+2)|16 (+3)| >___ > - **Saving Throws** Dex +7 > - **Skills** Perception +5, Stealth +7 > - **Damage Resistances** piercing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** — > - **Challenge** 12 (8,400 XP) > ___ > ***Hive Mind.*** The snatcher shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Standing Leap.*** The snatcher's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > ### Actions > ***Multiattack.*** The snatcher makes one Tail attack and two Piercing Leg attacks. > > ***Piercing Leg.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. > > ***Tail.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (3d6 + 4) slashing damage. > > ***Tail Spine.*** *Ranged Weapon Attack:* +8 to hit, range 100/300 ft., one target. *Hit:* 22 (4d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. > > ***Napalm Vomit (Recharge 5-6).*** The snatcher spews an flammable acidic liquid in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) acid damage plus 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. > ### Bonus Actions > ***Release Pod (Requires A Creature In Stomach).*** The snatcher releases an unconscious creature from its stomach and spins a chrysalis around it, creating a **Swarm Pod** in an unoccupied space within 5 feet of it. If this pod is destroyed within 3 hours of creation the creature inside is safely released and is unconscious and stable. > > ***Snatch.*** The snatcher tries to snatch one Medium or smaller creature that is prone within 5 feet of it. The target must succeed on a DC 16 Dexterity saving throw or be pulled into the snatcher's stomach. While inside the stomach, the creature is blinded and restrained, it has total cover against attacks and other effects outside the snatcher, and it takes 21 (6d6) bludgeoning damage at the start of each of the snatcher's turns. A dying creature pulled into the stomach or a creature reduced to 0 hit points in this way stops taking the bludgeoning damage and is unconscious but stable.\ > The snatcher can have only one creature in its stomach at a time. While the snatcher isn't incapacitated, it can eject the creature at any time (no action required) in a space within 5 feet of it. If the snatcher takes 30 damage or more on a single turn, the snatcher must succeed on a DC 20 Constitution saving throw at the end of that turn or eject the creature, which falls prone in a space within 5 feet of the snatcher. If the snatcher dies, a creature in its stomach is no longer restrained by it and can escape the corpse using 15 feet of movement, exiting prone. > ### Reactions > ***Retaliation.*** When the snatcher takes damage, it makes one Piercing Leg attack with advantage against a hostile creature within reach. \pagebreak ___ ___ > ## Carrier >*Huge monstrosity (swarm), unaligned* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 261 (18d12 + 144) > - **Speed** 15 ft., climb 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|11 (+0)|26 (+8)|3 (-4)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Str +12, Con +14 > - **Skills** Athletics +12 > - **Damage Resistances** fire; bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 12 > - **Languages** — > - **Challenge** 18 (20,000 XP) > ___ > ***Hive Mind.*** The carrier shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Living Projectile.*** The carrier's cankers are a living projectile that have a Dexterity score of 22. Its Dexterity modifier (+6) replaces the carrier's Dexterity modifier for its Canker attack. > > ***Siege Monster.*** The carrier deals double damage to objects and structures. > > ***Sturdy.*** The carrier has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. > > ***Unstoppable.*** The carrier ignores nonmagical difficult terrain, and can move through objects and structures that are no thicker than 5 feet. Any object or structure in its path takes 55 (10d10) bludgeoning damage if it isn't being worn or carried. > ### Actions > ***Multiattack.*** The carrier makes two Claw attacks or five Canker attacks. > > ***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 27 (6d6 + 6) bludgeoning damage and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained. The carrier has two claws, each of which can grapple one target. > > ***Canker.*** *Ranged Weapon Attack:* +12 to hit (the target can't benefit from cover less than total cover), range 150/600 ft., one target. *Hit:* 5 (2d4) acid damage plus 5 (2d4) fire damage. *Hit or Miss:* Each creature within 5 feet of the target must make a DC 20 Dexterity saving throw, taking the same damage on a failed save, or half as much damage on a successful one. > > ***Crush.*** The carrier squeezes a creature that it is grappling. That creature must make a DC 20 Strength saving throw, taking 31 (9d6) bludgeoning damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points it dies and explodes in a burst of gore. > > ***Canker Barrage (Recharge 5-6).*** The carrier fires five bloated cankers, each at a different point that it can see within 120 feet of it. Each creature within 15 feet of a point must make a DC 22 Dexterity saving throw, taking 7 (2d6) acid damage plus 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one canker, makes its saving throw at disadvantage, but is affected only once. > ### Reactions > ***Slow but Sturdy.*** When the carrier is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone. > ### Legendary Actions > The carrier can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The carrier regains spent legendary actions at the start of its turn. > > **Detect.** The carrier makes a Wisdom (Perception) check. > > **Move.** The carrier moves up to its speed. > > **Claw Attack (Costs 2 Actions).** The carrier makes one Claw attack or uses its Crush. > > **Shockwave (Costs 3 Actions).** The carrier slams both arms onto the ground creating a shockwave that travels along a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 26 (4d12) bludgeoning damage and be knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one. \pagebreak ___ ___ > ## Swarmak >*Gargantuan monstrosity, unaligned* > ___ > - **Armor Class** 21 (swarmak armor) > - **Hit Points** 297 (17d20 + 119) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|11 (+0)|25 (+7)|4 (-3)|13 (+1)|14 (+2)| >___ > - **Saving Throws** Str +13, Dex +6, Con +13, Wis +7 > - **Skills** Athletics +13, Perception +7 > - **Damage Immunities** bludgeoning, piercing, and slashing damage from nonmagical attacks > - **Condition Immunities** charmed > - **Senses** darkvision 120 ft., passive Perception 17 > - **Languages** — > - **Challenge** 20 (25,000 XP) > ___ > ***Ablative Armor.*** Any time the swarmak is targeted by a ranged weapon attack that deals bludgeoning, piercing, or slashing damage, roll a d6. On a 1 to 3, the swarmak is affected, on a 4 to 5 the swarmak is unaffected. On a 6, the swarmak is unaffected, and the effect is reflected back at the attacker as though it originated from the swarmak, turning the attacker into the target. > > ***Hive Mind.*** The swarmak shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Imulsion Crystal Shell.*** Any critical hit against the swarmak becomes a normal hit. > > ***Magic Resistance.*** The swarmak has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The swarmak deals double damage to objects and structures. > > ***Sturdy.*** The swarmak has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. > > ***Sunlight Sensitivity.*** While in sunlight, the swarmak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > ### Actions > ***Multiattack.*** The swarmak makes two Slam attacks and one Stomp attack, or three Chaingun attacks. > > ***Slam.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 25 (4d8 + 7) bludgeoning damage. > > ***Stomp.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. > > ***Chaingun.*** *Ranged Weapon Attack:* +13 to hit, range 80/320 ft., one target. *Hit:* 26 (4d12) piercing damage. When the swarmak makes a Chaingun attack it can instead choose to make two Chaingun attacks at disadvantage. > > ***Rocket Launcher (Recharge 6).*** *Ranged Weapon Attack:* +13 to hit, range 400/1,200 ft., one target. *Hit:* 22 (4d10) bludgeoning damage. *Hit or Miss:* The rocket explodes. The target and each creature within 15 feet of it must make a DC 21 Dexterity saving throw, taking 49 (9d10) fire damage on a failed save, or half as much damage on a successful one. > > ***Suppressing Fire.*** The swarmak lays down suppressing fire in a 20-foot cube centered on a point it can see within 80 feet of it. Each creature in that area must make a DC 21 Dexterity saving throw or take 26 (4d12) piercing damage on a failed save, or half as much damage on a successful one.\ > Additionally, the area becomes difficult terrain until the start of the swarmak's next turn, a creature in the area has disadvantage on attack rolls while within the area, and when a creature moves into, out of, or within the area, it takes 7 (2d6) piercing damage for every 5 feet it moves within the area. > > ***Rocket Barrage (Recharge 5-6).*** The swarmak fires a barrage of rockets through the air which impact the ground and explode at five different points it can see within 120 feet of it. Each creature within 15 feet of a point must make a DC 21 Dexterity saving throw, taking 49 (9d10) fire damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one explosion makes its saving throw at disadvantage, but is affected only once. \pagebreak ___ ___ > ## Swarm Kraken >*Gargantuan monstrosity (swarm), unaligned* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 444 (24d20 + 192) > - **Speed** 20 ft., burrow 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (+0)|27 (+8)|6 (-2)|20 (+5)|10 (+0)| >___ > - **Saving Throws** Str +18, Con +16, Cha +8 > - **Skills** Perception +13 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** blindsight 60 ft., tremorsense 120 ft., passive Perception 23 > - **Languages** — > - **Challenge** 25 (75,000 XP) > ___ > ***Hive Mind.*** The kraken shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Prehensile Tongues.*** The kraken can have up to three tongues at a time. Each tongue can be attacked (AC 18; 30 hit points; immunity to poison and psychic damage). Destroying a tongue deals no damage to the kraken, which can extrude a replacement tongue on its next turn. A tongue can also be broken if a creature takes an action and succeeds on a DC 20 Strength check against it. > > ***Siege Monster.*** The kraken deals double damage to objects and structures. > > ***Tunneler.*** The kraken can burrow through solid rock at half its burrow speed and leaves a 30-foot-diameter tunnel in its wake. > ### Actions > ***Multiattack.*** The kraken makes three Prehensile Tongue attacks, uses Reel, and makes two Tentacle attacks. > > ***Beak.*** *Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 46 (8d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC > > 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. > > ***Prehensile Tongues.*** *Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* The target is grappled (escape DC 20). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the kraken can't use the same tongue on another target. If a target doesn't escape by the start of the kraken's next turn, the kraken can make one Beak attack against each creature grappled by it as a bonus action. > > ***Tentacles.*** *Melee Weapon Attack:* +18 to hit, reach 30 ft., one target. *Hit:* 20 (3d6 + 10) bludgeoning damage, and if the target is a creature, it is knocked prone. > > ***Fling.*** One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone. > > ***Reel.*** The kraken pulls each creature grappled by it up to 15 feet straight toward it. > > ***Spawn (Recharge 6).*** The kraken releases 4 (1d8) **swarm leeches** and 2 (1d4) **swarm flocks** from the various spiracles on its body. These creatures appear in unoccupied spaces within 5 feet of the kraken and take their turn immediately after the kraken's turn. > ### Legendary Actions > The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. > > **Dig.** The kraken burrows underground and moves up to half its burrow speed. > > **Tentacle Attack or Fling.** The kraken makes one Tentacle attack or uses its Fling. > > **Inhale (Costs 3 Actions).** The kraken inhales deeply. Each creature in a 40-foot cone must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet towards the kraken. The first creature that is pulled into a space within 5 feet of the kraken and can still be pulled more than 5 feet towards it is swallowed by it as if by its Beak attack. \pagebreak ___ > ## Shepherd Reject >*Medium construct (swarm), unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|14 (+2)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** darkvision 30 ft., passive Perception 11 > - **Languages** — > - **Challenge** 4 (1,100 XP) > ___ > ***Exposed Power Core.*** The reject has an exposed power core which can be removed with a DC 14 Strength check, instantly killing the reject on a success.\ > The power core can be attacked (AC 17; 20 hit points; immunity to poison and psychic damage). If the power core is reduced to 0 hit points while still in the reject it detonates. Each creature within 10 feet of the reject must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. > > ***Hive Mind.*** The reject shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Immutable Form.*** The reject is immune to any spell or effect that would alter its form. > ### Actions > ***Multiattack.*** The reject makes three Slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft, one target. *Hit:* 9 (2d6 + 2) bludgeoning damage. ___ > ## Tracker Reject >*Small construct (swarm), unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 7 (2d6) > - **Speed** 15 ft. (30 ft. when rolling) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|12 (+1)|10 (+0)|6 (-2)|10 (+0)|6 (-2)| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** darkvision 30 ft., passive Perception 10 > - **Languages** — > - **Challenge** 2 (450 XP) > ___ > ***Death Burst.*** When the tracker dies, it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage and is covered in gel on a failed save, or half as much damage and isn't covered in gel. When a creature covered in gel takes fire damage, the damage is doubled until it or another creature uses its action to scrape or wash off the gel that covers it. > > ***Hive Mind.*** The tracker shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Immutable Form.*** The tracker is immune to any spell or effect that would alter its form. > ### Actions > ***Self-Destruct.*** The tracker moves up to its speed and explodes, triggering its Death Burst trait. \pagebreak ___ ___ > ## Tri-Shot Stump >*Large construct (swarm), unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 85 (10d10 + 30) > - **Speed** 15 ft., climb 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, frightened, poisoned > - **Senses** darkvision 30 ft., passive Perception 11 > - **Languages** — > - **Challenge** 9 (5,000 XP) > ___ > ***Hive Mind.*** The stump shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Immutable Form.*** The stump is immune to any spell or effect that would alter its form. > > ***Self-Destruct.*** When the stump dies it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. > > ***Spider Climb.*** The stump can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > ### Actions > ***Multiattack.*** The Stump makes two Tri-Shot attacks, or two Slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 30 (4d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. > > ***Tri-Shot Chain Gun.*** *Ranged Weapon Attack:* +8 to hit, range 80/320 ft., one target. *Hit:* 26 (4d12) piercing damage. When the stump makes a Tri-Shot attack it can instead choose to make two Tri-Shot attacks at disadvantage. > > ***Suppressing Fire.*** The stump lays down suppressing fire in a 20-foot cube centered on a point within 80 feet of it. Each creature in that area must make a DC 16 Dexterity saving throw or take 26 (4d12) piercing damage on a failed save, or half as much damage on a successful one.\ > Additionally, the area becomes difficult terrain until the start of the stump's next turn, a creature in the area has disadvantage on attack rolls while within the area, and when a creature moves into or within the area, it takes 13 (2d12) piercing damage for every 5 feet it moves. > > ***Electric Discharge (Recharge 5-6).*** The stump discharges a pulse of electricity in a 10-foot radius sphere centered on it. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 14 (4d6) lightning damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. \pagebreak ___ ___ > ## Salvo Stump >*Large construct (swarm), unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 85 (10d10 + 30) > - **Speed** 15 ft., climb 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** darkvision 30 ft., passive Perception 11 > - **Languages** — > - **Challenge** 9 (5,000 XP) > ___ > ***Hive Mind.*** The stump shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Immutable Form.*** The stump is immune to any spell or effect that would alter its form. > > ***Self-Destruct.*** When the stump dies it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. > > ***Siege Monster.*** The stump deals double damage to objects and structures. > > ***Spider Climb.*** The stump can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > ### Actions > ***Multiattack.*** The stump makes two Slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 30 (4d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. > > ***RL-4 Salvo.*** *Ranged Weapon Attack:* +8 to hit, range 40/120 ft., one target. *Hit:* 22 (4d10) fire damage. *Hit or Miss:* Each creature within 5 feet of the target must make a DC 16 Dexterity saving throw, taking the same damage on a failed save, or half as much damage on a successful one. > > ***Electric Discharge (Recharge 5-6).*** The stump discharges a pulse of electricity in a 10-foot radius sphere centered on it. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 14 (4d6) lightning damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. > > ***Rocket Barrage (Recharge 5-6).*** The stump fires a barrage of rockets through the air which impact the ground and explode at four different points it can see within 120 feet of it. Each creature within 15 feet of a point must make a DC 16 Dexterity saving throw, taking 13 (2d12) fire damage on a failed save, or half as much on a successful one. A creature in the area of more than one explosion makes its saving throw at disadvantage, but is affected only once. ___ ___ > ## Bastion >*Large construct (swarm), unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 85 (10d10 + 30) > - **Speed** 0 ft., fly 30 ft (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|16 (+3)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, poisoned, prone > - **Senses** darkvision 30 ft., passive Perception 11 > - **Languages** — > - **Challenge** 4 (1,100 XP) > ___ > ***Hive Mind.*** The bastion shares its mind with every other locust or swarm creature, and can communicate its thoughts and observations to them instantaneously and without limitation. > > ***Immutable Form.*** The bastion is immune to any spell or effect that would alter its form. > > ***Self-Destruct.*** When the bastion dies it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. > ### Actions > ***Project Kinetic Barrier.*** The bastion creates a geometric, kinetic barrier around another creature it can see within 30 feet of it. The target is immune to all damage except psychic damage. The barrier lasts as long as the bastion maintains concentration, up to 10 minutes (as if concentrating on a spell).