Free interactive D&D 5e SRD stat block

Swarm of Rats

Medium Swarm of Tiny Beasts, CR 1/4, AC 10, 14 HP. Unaligned.

A swarm of rats flooding through a damp sewer tunnel.
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Medium Swarm of Tiny Beasts, Unaligned

AC
10
Initiative
+0 (10)
HP
14 (4d8-4)
Speed
30 ft., Climb 30 ft.
ScoreModSave
STR 9 -1 -1
DEX 11 +0 +2
CON 9 -1 -1
INT 2 -4 -4
WIS 10 +0 +0
CHA 3 -4 -4
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Darkvision 30 ft.; Passive Perception 10
Languages
None
CR
1/4 (XP 50; 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 rat. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

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

How to run Swarm of Rats

A swarm of rats is the basement encounter, the sewer encounter, the prison cell encounter, the granary-on-fire encounter. AC 10, 14 HP, walk 30 ft., climb 30 ft., resistance to bludgeoning, piercing, and slashing, immunity to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned. The Bites action deals 2d4 piercing damage, or 1d4 if bloodied. The swarm cannot be controlled and cannot be knocked down. It just keeps coming.

Run multiple swarms. One swarm is a speed bump. Three swarms boiling out of three separate holes in a tenement basement is a real fight at level 1 and a memorable problem at level 3. Use the climb 30 ft. to get them onto the cleric's back from a rafter, into the rogue's cell from the wall, across the ceiling above the wizard's head. The swarm should never approach in a straight line. It comes from where the players were not looking.

The damage type is the pressure the players need to find. Swarms resist bludgeoning, piercing, and slashing, so a fighter swinging a longsword feels like he is hitting fog. Fire, cold, lightning, thunder, and acid work normally. The first time a torch dropped on a swarm clears it in one round, the table learns the rule. Every swarm encounter after that is a question of who has the firebomb. If nobody does, the encounter is harder than the CR suggests.

Pair the swarm with the environment. Rats in a flooded basement mean you cannot drop a fireball without also frying the wet rogue. Rats on a wooden granary floor mean a torch starts a structure fire. Rats in pitch darkness mean Darkvision matters and torchlight matters more. The swarm is a pressure on resources, not a damage check.

Describe the noise. The squeaking, the wet movement, the chittering on the stairs above.

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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