Swwarm of Zoblins

Large swarm of small creatures (goblinoids), neutral evil

Armor Class

9

Hit Points

66 (12d6 + 24)

Speed

30 ft.

STR

18 (+4)

DEX

6 (-2)

CON

14 (+2)

INT

5 (-3)

WIS

8 (-1)

CHA

4 (-3)

Damage Immunities

poison

Damage Resistances

bludgeoning, piercing, slashing

Condition Immunities

poisoned, charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses

darkvision 60 ft., passive Perception 9

Languages

understands the languages it knew in life but can’t speak

Challenge

3 (700 XP)

Undead Swarm Fortitude. The swarm fights at full strength until it is completely destroyed.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small goblin. The swarm can’t regain hit points or gain temporary hit points.

Plagued. When the swarm hits with an attack, it deals an extra 10 (3d6) necrotic damage (included in the attack).

Actions

Multiattack. The swarm uses its pull under ability if able, then uses its gnaw and claw attack.

Gnaw and Claw. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) necrotic damage, and the target must succeed a DC 12 Constitution saving throw or become poisoned until the end of their next turn.

Pull Under. The swarm attempts to envelope a creature within its space. The target must succeed on a DC 12 Strength saving throw or be knocked prone and considered grappled (escape DC 12) as they are pinned to the ground under a sea of zombies. This ability can only be used if the swarm is above half of its maximum hit points.

large
swarm
cr3
nerzugals-extended-bestiary