Swarm of Meerkats

Medium swarm of Tiny Beasts, unaligned

Armor Class 12
Hit Points 22 (5d8)
Speed 20 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 10 (+0) 2 (–4) 10 (+0) 4 (–2)

Damage Resistances bludgeoning, piercing, poison, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 10
Languages
Challenge 1/2 (100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Corral. A creature in the swarm’s space must succeed on a DC 12 Dexterity saving throw to leave the swarm’s space. The creature has advantage on its saving throw if the swarm has half of its hp or fewer.
  • Keen Sight. The swarm has advantage on Wisdom (Perception) checks that rely on sight.
  • Snake Hunter. The swarm of meerkats has advantage on saving throws against being poisoned.
  • 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 meerkat. The swarm can’t regain hp or gain temporary hp.

ACTIONS

  • Bite. 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 hp or fewer.
Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

This is not the complete section 15 entry - see the full license for this page