THE SHARED REFERENCE Adventurer

Monster

Swarm of Cranium Rats

Outside your table’s allowed sources

Official reference · VGM · 2014

Creature type
Beast
Size
Medium
Armor class
12
Hit points
36 (8d8)
Speed
Walk 30 ft.
Challenge rating
5
Alignment
Lawful Evil
Strength
9
Dexterity
14
Constitution
10
Intelligence
15
Wisdom
11
Charisma
14
Passive Perception
10
Senses
darkvision 30 ft.
Languages
telepathy 30 ft.
Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Traits

Illumination

As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5 to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.

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 rat. The swarm can't regain hit points or gain temporary hit points.

Telepathic Shroud

The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.

Actions

Bites

Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Innate Spellcasting (Psionics)

The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:

At will: command, comprehend languages, detect thoughts

1/day each: confusion, dominate monster

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