Free interactive D&D 5e SRD stat block

Swarm of Ravens

Medium Swarm of Tiny Beasts, CR 1/4, AC 12, 11 HP. Unaligned.

A swarm of ravens wheeling over bare branches in a storm-dark sky.
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Medium Swarm of Tiny Beasts, Unaligned

AC
12
Initiative
+2 (12)
HP
11 (2d8+2)
Speed
10 ft., Fly 50 ft.
ScoreModSave
STR 6 -2 -2
DEX 14 +2 +2
CON 12 +1 +1
INT 5 -3 -3
WIS 12 +1 +1
CHA 6 -2 -2
Skills
Perception +5
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Passive Perception 15
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 raven. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.

How to run Swarm of Ravens

A swarm of ravens is the omen made physical. AC 12, 11 HP, walk 10 ft., fly 50 ft., passive Perception 15. Beaks action deals 1d6+2 piercing damage, or 1d4 if bloodied. Cacophony is a recharge 6 Wisdom saving throw (DC 10) that inflicts the Deafened condition until the start of the swarm's next turn, with disadvantage on ability checks and attack rolls while deafened. The swarm is a hazard with feathers, not a damage-dealing combatant.

The opener is environmental. The swarm comes off a gallows tree, off a battlefield two days old, off the eaves of a haunted chapel. Passive Perception 15 means it notices the party at distance and decides whether to react. Use the swarm as a cloud that obscures vision and harasses casters. Any creature inside the swarm's space has disadvantage on concentration saves. The 50 ft. fly speed lets it intercept a courier, blot out moonlight on a roof, or shadow a guilty PC home for an evening.

Resistance to bludgeoning, piercing, and slashing means low-level enemies struggle to hurt the swarm, but a single Burning Hands or a swung torch ends the fight in one cast. Cacophony on recharge 6 adds a Wisdom save DC 10 for deafening, which can break a spellcaster's concentration indirectly.

Ravens scatter when half the flock is gone. Once bloodied at 5 HP, the swarm breaks into individual birds and disperses to rooftops, trees, the open sky. None die. They are watching the party from three different rooftops by the next scene, and the party can feel it.

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.
  • Click a spell name for a quick reference card.
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