Swarm

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In Dungeons & Dragons a swarm is a monster that's not a single individual, but a collection of much smaller which aren't of (at best) animal level intelligence. A swarm may or may not fly, though ground-bound swarms exhibit excellent climbing ability so high ground won't save you. Despite their large size, a swarm has a single statistic block, including one hit point total. Classic types of swarms are large masses of rats, spiders, bees, and Egyptian scarab beetle.

Swarms are notorious for their host of immunities and special abilities. Since killing a few rats in a swarm of hundreds isn't very useful, weapon attacks do half or zero damage (depending on the type of swarm). A swarm is immune to spells that target a specific number (including one and touch attack based spells) of creatures. Energy attacks do their normal damage, and area of effect damage abilities actually do 1.5 times as much damage. They don't target armor class, doing damage simply by being in your square.

While many swarms have a low Challenge Rating, they are notorious for being very deadly to low level parties. Low level parties have very few things capable of damaging a swarm. Area of effect spells are rare and don't do that much damage anyways and splash weapons are prohibitively expensive. Energy damage is virtually impossible outside of your precious few spells, many of which don't even work on swarms since they are single target based.

There are only two weapons cheap enough for low level parties to field against swarms: Torches and lantern oil. Torches are improvised weapons that deal some fire damage on top of minor bludgeoning, but the rules aren't even consistent on how much (torches themselves say 1, swarms say 1d3). Since torches are an improvised weapon you take a -4 penalty to hit if using one. Good luck hitting an effective 18 AC at level 2 (and you need to do it ~6 times)! Lantern oil is a bit better, dealing 1d6 damage and then 1d6 damage the next round (both multiplied by 1.5, so two successful ones might kill a rat swarm), but it takes a full round to prepare (rules are mum on if you can keep them prepared for throwing long term) and only works half the time!

Alongside House Cat and incorporeal foes (e.g., Ghosts) swarms are some of the deadliest monsters for their CR in the bestiary. They kill a lot of unprepared adventurers and even some prepared ones. The Mummy's Mask Adventure Path includes an early summoned scarab swarm that, being a summoned creature, disappears in three rounds. The author outright stated this was to warn players that there were swarms in the adventure and to prepare accordingly. Yes, the author (who was absolutely correct) felt the PCs need to be warned about a generic nameless enemy type before any of the threats that were important to the story.

Interestingly, since undead creation is based on hit die instead of creatures targeted, swarms can be made into Undead. Insects in particular can become Exo-Skeleton creatures difficult to distinguish from normal instances. Thankfully this doesn't increase their lethality and drops it slightly: Turn Undead (and Channel Positive Energy in Pathfinder) actually work against them, as does holy water (though it's still expensive).