Free interactive D&D 5e SRD stat block

Swarm of Insects

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

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)

How to run Swarm of Insects

A swarm of insects is a damage-resistance puzzle wearing a body. The SRD entry here is sparse on actions, so the encounter math is structural: 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 before it starts.

Run the swarm as terrain. The 20 ft. walk speed plus optional 20 ft. climb or fly (your choice at session start) means a single swarm should be impossible to outrun in a confined space and trivial to outrun on open ground. Pick the venue accordingly. A cellar, a sewer, a tomb corridor, anywhere the party can't simply walk away. The swarm enters a PC's square (it can do this because it is a swarm), and now they are sharing space with biting insects, can't easily move without taking the swarm with them, and can't condition-lock it off.

Damage priority is whoever the swarm last touched. Without a Multiattack or special action in this entry, run the swarm as a generic Tiny-beast swarm bite at +3 for around 4 to 5 piercing or poison damage to anyone in its space, dropping by half once Bloodied. The point of the encounter is not the damage. The point is the spell components dropped because the wizard is brushing wasps 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, not to win.

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

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