

(blind beyond this radius), passive Perception 9 Large swarm of small plants, neutral evil The swarm regains spent warm actions at the start of its turn. Only one swarm action option can be used at a time and only at the end of another creature's turn. The swarm can take 2 swarm actions, choosing from the option(s) below. The target wakes up if it takes damage or if another creature takes an action to shake it awake. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. Hit: 5 (3d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The drow may make 2 attacks with any combination of scimitar or hand crossbow attacks. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. It can innately cast the following spells, requiring no material components: The drow’s spellcasting ability is Charisma (spell save DC 11). The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. The swarm can't regain hit points or gain temporary hit points.įey Ancestry. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. Senses Darkvision 120 ft., Passive Perception 12

Huge swarm of medium humanoid (elf), neutral evil Compare to existing monsters to fine tune. Quadruple any available uses or spell slots.

Double the hit dice and then add 5 hit dice.Increase the size category by 2 (tiny to medium, small to large, medium to huge).Start with a single version of the creature.Quick and dirty modifications that work for most low level beasties and humanoids.
