Free interactive D&D 5e SRD stat block

Swarm of Insects

Medium Swarm of Tiny Beasts, CR 1/2, AC 11, 19 HP. Unaligned.

A dense swarm of biting insects swirling over a sunset marsh.
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Medium Swarm of Tiny Beasts, Unaligned

AC
11
Initiative
+1 (11)
HP
19 (3d8+6)
Speed
20 ft., Climb 20 ft. (GM's choice), Fly 20 ft. (GM's choice)
ScoreModSave
STR 3 -4 -4
DEX 13 +1 +1
CON 14 +2 +2
INT 1 -5 -5
WIS 7 -2 -2
CHA 1 -5 -5
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Blindsight 30 ft.; Passive Perception 8
Languages
None
CR
1/2 (XP 100; PB +2)

Traits

Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4+1) Poison damage, or 3 (1d4+1) Poison damage if the swarm is Bloodied.

How to run Swarm of Insects

A swarm of insects is a damage-resistance puzzle wearing a body. AC 11, 19 HP, resistance to bludgeoning, piercing, and slashing, immunity to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned. Almost every condition the party uses to lock down a single enemy is gone. The fighter who built around grappling is useless. The monk who stuns is useless. The wizard who casts Hold Person watches the spell fail.

The swarm has walk 20 ft., climb 20 ft., and fly 20 ft. (you pick which of climb or fly at session start based on the location). Bites action deals 2d4+1 poison damage, or 1d4+1 if bloodied. Run the swarm as terrain. In a confined space like a cellar or sewer, a single swarm should be impossible to outrun. In open ground, it is trivial. Pick the venue accordingly.

The swarm enters a PC's square (Swarm trait allows this), and now they are sharing space with biting insects, cannot easily move without taking the swarm with them, and cannot condition-lock it off. Damage priority is whoever the swarm touches. The point of the encounter is not the damage. The point is the spell components dropped because the wizard is brushing insects off her face. Concentration checks should come up every round.

Fire and area damage end the encounter. The first Burning Hands or Thunderwave kills the swarm in one round. That is fine. The swarm's job is to occupy two rounds before the party finds the right tool.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
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