Flying Dagger Swarm (5e Creature)

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Flying Dagger Swarm[edit]

Medium swarm of Tiny constructs, unaligned


Armor Class 15 (natural armor)
Hit Points 27 (6d8)
Speed 0 ft., fly 40 ft.


STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 1 (-5) 5 (-3) 1 (-5)

Saving Throws Dex +4
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, grappled, paralysed, petrified, poisoned, restrained, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
Languages
Challenge 1 (200 XP)


Antimagic Susceptibility. The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the swarm remains motionless and isn't flying, it is indistinguishable from a pile of normal daggers.

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

ACTIONS

Daggers. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.


A set of a dozen or more daggers, animated through spellcraft to obey the commands of their creator. When active, they form a swarm of sharp metal that flits through the air like a shoal of fish. If they are guarding a location, they rise and circle to form a whirlwind of blades.

Constructed Nature. A flying dagger swarm doesn't require air, food, drink or sleep.



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