Hornet Swarm (3.5e Creature)

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Hornet Swarm
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 12d10+3 (79 hp)
Initiative: +10
Speed: Fly 150 ft (30 squares) (Perfect)
Armor Class: 20 (+4 Size, +6 Dex, touch 20, flat-footed 14
Base Attack/Grapple: +8/-
Attack: Swarm (5d6 plus Poison)
Full Attack: Swarm (5d6 plus Poison)
Space/Reach: 10 ft/0 ft
Special Attacks: Poison, Frightful Presence, Distraction
Special Qualities: Swarm Traits, Vermin Traits
Saves: Fort +11, Ref +12, Will +5
Abilities: Str -, Dex 21, Con 18, Int -, Wis 12, Cha 18
Skills: -
Feats: Improved Natural Attack (Swarm) (2) Ability Focus (Poison) Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Infestation (3-5 swarms), nest (6-10 swarms) or nightmare (11-100 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -


A horrible buzzing sound approaches, carrying with it an omen of pure terror. All at once, many brightly-colored insects surround you, and you feel an intense burning sensation all across your body...

Hornet Swarms are masses of angry hornets that attack anything in sight.

Combat[edit]

A Hornet Swarm tries to swarm and poison as many creatures as it can, and mercilessly attacks any creature that tries to run.

Frightful Presence (Ex): A Hornet Swarm can unsettle foes with its mere presence. The ability takes effect automatically whenever the swarm attacks, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the swarm. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Swarm’s HD + Swarm’s Cha modifier) remains immune to that Swarm’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Poison (Ex): Injury (swarm). DC 18 fortitude. Initial Damage: 1d6 Dex and 1d4 Cha. Secondary Damage: 1d8 Dex and 2d4 Cha

Distraction: Any living creature that begins its turn with a hornet swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.



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