Swarm of Scarabs
Individual beasts may pose formidable adversaries or faithful allies. Adventurers must also keep a sharp eye out for any signs of swarms. Typically made up of small animals of the same species, swarms can be especially tricky to fight, as swinging a sword at hundreds of bats will only do so much.
Swarms have DR/AOE. This stands for “Area of Effect” and means they apply their DR to all damage except damage that targets more than one creature, such as the Fireball spell.
Swarm of Scarabs | |||||
|---|---|---|---|---|---|
| Monster Level: 3 | |||||
| Small. Beast Swarm | |||||
| STR | DEX | END | AWR | INT | CHA |
| -2 | 3 | 3 | 2 | -3 | 0 |
| Ref: 13 | Fort: 13 | Ant: 12 | Log: 7 | Will: 10 | |
| Armor Rating 14 | Resist Elemental 2 | ||||
| Hit Points 28 | DR 3/AOE | ||||
| Speed 30 ft, Climb 30 ft | Senses Tremorsense 100 ft | ||||
| Features | |||||
| Swarm. When the Swarm of Scarabs is Bloodied, halve the damage that it deals. The Swarm of Scarabs can occupy other creatures’ spaces. When another creature attempts to move through a Swarm of Scarabs’ space, it treats the space as difficult terrain. | |||||
| Actions | |||||
The Swarm of Scarabs can MOVE and take ONE of the following actions. | |||||
| Move. The Swarm can move up to its speed.
Bite. Reach 0 ft Natural Weapon. +3 vs AR. Hit: 10 (3d4+3) sharp. Blinding Pattern. 15 ft Radius Natural Weapon. +3 vs WILL of all creatures within the radius. Hit: 2 (1d4) psychic, and the creature is Blinded until the end of its next turn. | |||||