Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
Swarm Size and Shape. There are 5 creatures in this swarm, and they occupy approximately 4-3 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 50 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 23 (5d8) & 18 (4d8) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Swarm Size and Shape. There are 10 creatures in this swarm, and they occupy approximately 9-7 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2.5 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 100 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 44 (8d10) & 39 (7d10) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Swarm Size and Shape. There are 20 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 200 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 85 (13d12) & 78 (12d12) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Swarm Size and Shape. There are 40 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 400 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 168 (16d20) & 158 (15d20) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Swarm Size and Shape. There are 4 creatures in this swarm, and they occupy approximately 4-3 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 40 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 18 (5d6) & 14 (4d6) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Swarm Size and Shape. There are 8 creatures in this swarm, and they occupy approximately 9-7 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2.5 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 80 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 36 (8d8) & 32 (7d8) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Swarm Size and Shape. There are 16 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 160 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 65 (10d12) & 59 (9d12) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Swarm Size and Shape. There are 24 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 240 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 98 (15d12) & 91 (14d12) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.
Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Archer, CR 1/2.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 320 Hit Points.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 137 (13d20) & 126 (12d20) damage.
===Individual Attacks===
Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.
To have an individual creature break out from the swarm, subtract up to 20 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.