Free interactive D&D 5e SRD stat block

Swarm of Venomous Snakes

Medium Swarm of Tiny Beasts, CR 2, AC 14, 36 HP. Unaligned.

Medium Swarm of Tiny Beasts, Unaligned

AC
14
Initiative
+4 (14)
HP
36 (8d8)
Speed
30 ft., Swim 30 ft.
ScoreModSave
STR 8 -1 -1
DEX 18 +4 +4
CON 11 +0 +0
INT 1 -5 -5
WIS 10 +0 +0
CHA 3 -4 -4
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Blindsight 10 ft.; Passive Perception 10
Languages
None
CR
2 (XP 450; PB +2)

How to run Swarm of Venomous Snakes

A swarm of venomous snakes is the encounter that happens when the party walks into the wrong patch of grass, opens the wrong sarcophagus, or wades through the wrong piece of swamp. The stat block lists no actions in this version, so the encounter rests on what the swarm IS: a Medium space full of small biting things, AC 14, 36 HP, swim speed 30 ft. equal to its land speed, and Blindsight 10 ft. The swarm does not need to see the party to find them, and it does not care which player it is biting first.

Use the resistance and immunity profile to teach the party what works against swarms. Bludgeoning, Piercing, and Slashing all halved means a longsword is a weak answer. The wizard's Hold Person does nothing because Paralyzed is on the immunity list. What works is area damage. A torch, a Burning Hands, a Thunderwave, a flask of oil. Make the rogue with the dagger feel useless for one round so that the answer feels earned.

The swim speed is the part of the stat block most GMs forget. Drop the swarm in shallow water and let it close at full speed across terrain that slows the party. A river crossing where the snakes are already in the water is a different encounter from a clearing where they are not. The Blindsight is short (10 ft.) but it means the swarm can attack in muddy water without disadvantage, which is when most swarms fall apart.

Swarms do not retreat. The Wisdom 10 and Beast intelligence (Int 1) means the snakes will stay on the prey until they are dead or scattered. Once you reduce the swarm below half HP, narrate the loss: snakes peeling off, dying, slithering away. Half HP is the point where the party should feel they are winning, even if the swarm fights to zero.

Set the encounter somewhere the players will be unwilling to use fire. A library, a wooden ship, a hayloft. Forcing the wizard to choose between Burning Hands and the next plot hook makes the encounter mean something.

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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