Free interactive D&D 5e SRD stat block

Swarm of Piranhas

Medium Swarm of Tiny Beasts, CR 1, AC 13, 28 HP. Unaligned.

A swarm of piranhas circling in a murky jungle river.
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Medium Swarm of Tiny Beasts, Unaligned

AC
13
Initiative
+3 (13)
HP
28 (8d8-8)
Speed
5 ft., Swim 40 ft.
ScoreModSave
STR 13 +1 +1
DEX 16 +3 +3
CON 9 -1 -1
INT 1 -5 -5
WIS 7 -2 -2
CHA 2 -4 -4
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Darkvision 60 ft.; Passive Perception 8
Languages
None
CR
1 (XP 200; PB +2)

Traits

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 piranha. The swarm can't regain Hit Points or gain Temporary Hit Points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4+3) Piercing damage, or 5 (1d4+3) Piercing damage if the swarm is Bloodied.

How to run Swarm of Piranhas

A swarm of piranhas is an environmental threat with a stat block. CR 1, AC 13, 28 HP, swim 40 ft., Water Breathing. The encounter is "the river you have to cross is also the encounter," and the trick is making the players feel the pressure of water they thought was a backdrop.

Set up the encounter with the swarm already in the water. Walk 5 ft. and swim 40 ft. tells you the piranhas are only dangerous to creatures in the water. Trigger them with blood: a wounded PC fords the river, or the rogue gets shoved off a bridge. The Bites action gives +5 to hit with advantage if the target is not at full HP, dealing 2d4+3 piercing damage, or 1d4+3 if the swarm is bloodied. The damage is not the threat. The threat is that the target cannot fight back effectively while swimming and the rest of the party cannot reach them without entering the water themselves.

Swarms of tiny beasts are immune to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned, and resist bludgeoning, piercing, and slashing. Tell the players this when they start asking, because the fighter's Sentinel and the rogue's Ensnaring Strike both do nothing. Fire, cold, lightning, force, and acid work normally. A single Burning Hands or Thunderwave clears the swarm fast.

The swarm does not retreat. Intelligence 1 means no morale. It eats until the targeted creature gets out or the party brings area damage to bear. Have the swarm strip a corpse to bone in one round of narration before the party realizes what is in the water. Then make them roll initiative.

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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