Squirrel Swarm

Medium swarm of Tiny beasts (ozbeast), neutral

Armor Class 10
Hit Points 24 (7d8 – 7)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)

Damage Resistances bludgeoning, piercing, slashing
Damage Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Skills Perception +2, Stealth +2
Senses passive Perception 12
Languages understands Common but can’t speak
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Keen Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on smell.
  • 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 squirrel. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

  • Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer and the target is grappled (escape DC 10).
  • Nuts. Ranged Weapon Attack: +2 to hit, range 10 ft., one target. Hit: 5 (2d4) bludgeoning damage, or 2 (1d4) bludgeoning damage if the swarm has half of its hit points or fewer.

ABOUT

This squirrel is wearing a crown! Like other beasts in Faerie, squirrels are intelligent and have a king. They do not take kindly to anyone eating their nuts and are not above tying up those who cross them.

Squirrel nobles are identified by their crowns. They speak on behalf of all squirrels in their forest.

When roused to anger, squirrels can form into a swarm that is capable of significant harm.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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