Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Mercenary Archer, CR 1/2

Mercenary Archer, CR 1/2 Medium Humanoid, Lawful Evil CR 1/2 100 xp

  • Armor class 15 (Studded Leather)
  • Hit points 20 (3d8+6)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Languages:Humanoid

Challenge:CR 1/2 (100 xp)

Actions

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.

Mercenary Archer Team (x5)

Mercenary Archer Team (x5) Large Swarm, Humanoid, Loot Value 700, Cost: 75gp per day CR 3 700 xp

  • Armor class 15 (Studded Leather)
  • Hit points 100 (15d8+30)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 10k gp,
Physics. Carry 975lbs., Push 1,950lbs.

Languages:
Critter Ticks. 20hp ea. OOOOO

Challenge:CR 3 (700 xp)

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.

Actions

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.

Mercenary Archer Team (x10)

Mercenary Archer Team (x10) Huge Swarm, Humanoid, Loot Value 4,000, Cost: 400gp per day CR 7 2,900 xp

  • Armor class 15 (Studded Leather)
  • Hit points 200 (30d8+60)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 200k gp,
Physics. Carry 1,950lbs., Push 3,900lbs.

Languages:
Critter Ticks. 20hp ea. OOOOO OOOOO

Challenge:CR 7 (2,900 xp)

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.

Actions

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.

Mercenary Archer Team (x20)

Mercenary Archer Team (x20) Gargantuan Swarm, Humanoid, Loot Value 35,000, Cost: 2,800gp per day CR 14 11,500 xp

  • Armor class 15 (Studded Leather)
  • Hit points 400 (60d8+120)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 4kk gp,
Physics. Carry 3,900lbs., Push 7,800lbs.

Languages:
Critter Ticks. 20hp ea. OOOOO OOOOO OOOOO

Challenge:CR 14 (11,500 xp)

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.

Actions

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.

Mercenary Archer Team (x40)

Mercenary Archer Team (x40) Gargantuan Swarm, Humanoid, Loot Value 155,000, Cost: 12,800gp per day CR 22 41,000 xp

  • Armor class 15 (Studded Leather)
  • Hit points 800 (120d8+240)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 46kk gp,
Physics. Carry 7,800lbs., Push 15,600lbs.

Languages:
Critter Ticks. 40hp ea. OOOOO OOOOO OOOOO OOOOO

Challenge:CR 22 (41,000 xp)

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.

Actions

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.

Mercenary Archer Team (x4)

Mercenary Archer Team (x4) Large Swarm, Humanoid, Lawful Evil CR 2 450 xp

  • Armor class 15 (Studded Leather)
  • Hit points 80 (12d8+240)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 3k gp,
Physics. Carry 780lbs., Push 1,560lbs.

Languages:
Critter Ticks. 20hp ea. OOOO

Challenge:CR 2 (450 xp)

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.

Actions

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.

Mercenary Archer Team (x8)

Mercenary Archer Team (x8) Huge Swarm, Humanoid, Lawful Evil CR 6 2,300 xp

  • Armor class 15 (Studded Leather)
  • Hit points 160 (24d8+480)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 80k gp,
Physics. Carry 1,560lbs., Push 3,120lbs.

Languages:
Critter Ticks. 20hp ea. OOOO OOOO

Challenge:CR 6 (2,300 xp)

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.

Actions

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.

Mercenary Archer Team (x16)

Mercenary Archer Team (x16) Gargantuan Swarm, Humanoid, Lawful Evil CR 12 8,400 xp

  • Armor class 15 (Studded Leather)
  • Hit points 320 (48d8+960)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 1,600k gp,
Physics. Carry 3,120lbs., Push 6,240lbs.

Languages:
Critter Ticks. 20hp ea. OOOO OOOO OOOO OOOO

Challenge:CR 12 (8,400 xp)

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.

Actions

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.

Mercenary Archer Team (x24)

Mercenary Archer Team (x24) Gargantuan Swarm, Humanoid, Lawful Evil CR 16 15,000 xp

  • Armor class 15 (Studded Leather)
  • Hit points 480 (72d8+1440)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 8,400k gp,
Physics. Carry 4,680lbs., Push 9,360lbs.

Languages:
Critter Ticks. 40hp ea. OOOO OOOO OOOO

Challenge:CR 16 (15,000 xp)

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.

Actions

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.

Mercenary Archer Team (x32)

Mercenary Archer Team (x32) Gargantuan Swarm, Humanoid, Lawful Evil CR 19 22,000 xp

  • Armor class 15 (Studded Leather)
  • Hit points 640 (96d8+1920)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT9 (-1)
  • WIS9 (-1)
  • CHA7 (-2)

Save Throws:DEX +5,

Skills:Athletics +3, Acrobatics +5, Stealth +7, Perception +1, Intimidation +0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 19,200k gp,
Physics. Carry 6,240lbs., Push 12,480lbs.

Languages:
Critter Ticks. 40hp ea. OOOO OOOO OOOO OOOO

Challenge:CR 19 (22,000 xp)

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.

Actions

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.