Free interactive D&D 5e SRD stat block

Swarm of Venomous Snakes

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

A fantasy bestiary portrait of Swarm Of Venomous Snakes.
Download original PNG

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)

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

Actions

Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8+4) Piercing damage—or 6 (1d4+4) Piercing damage if the swarm is Bloodied—plus 10 (3d6) Poison damage.

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. AC 14, 36 HP, walk 30 ft., swim 30 ft., Blindsight 10 ft. The Bites action deals 1d8+4 piercing damage (or 1d4+4 if bloodied) plus 3d6 poison damage. The swarm does not need to see the party to find them, and it does not care which player it bites first.

Use the resistance and immunity profile to teach the party what works against swarms. Bludgeoning, piercing, and slashing are halved, so a longsword is a weak answer. Hold Person does nothing because Paralyzed is on the immunity list. What works is area damage: a torch, Burning Hands, 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 different from a clearing. Blindsight 10 ft. means the swarm attacks in muddy water without disadvantage, which is when most swarms fall apart.

Swarms do not retreat. Intelligence 1 and unaligned disposition mean the snakes stay on the prey until dead or scattered. Once you reduce the swarm below 18 HP, narrate the loss: snakes peeling off, dying, slithering away. Half HP is when the party should feel they are winning.

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.

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.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser, share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →