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monster

Glass Swarm

Glass Swarm
Stat Block
CR 3
,
Reveal Stat Block
Armor Class
15
Hit Points
45
Speed
30 ft., fly 30 ft.
str
1
-5
dex
18
+4
con
12
+1
int
1
-5
wis
10
+0
cha
1
-5

Senses passive Perception 10

Swarm.The swarm can occupy another creature's space and vice versa. It can't regain hit points or gain temporary hit points.
Crystalline Camouflage.While the swarm is in a desert or crystalline environment, it has advantage on Dexterity (Stealth) checks.

Actions

Slashing Shards.Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) slashing damage, or 7 (2d6) if the swarm has half its hit points or fewer.
Blinding Reflection (Recharge 5-6).The swarm catches the sun. Each creature within 20 feet that can see the swarm must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute.

Ecology

A Glass Swarm consists of thousands of tiny, razor-sharp shards of crystal animated by the anomalous winds of the Shattered Plains or the Sea of Glass. They camouflage perfectly against crystalline surfaces and are often mistaken for simple sand-devils until it is too late.

Combat Mechanics

The swarm deals slashing damage and is resistant to non-magical physical attacks. They can "Blind" targets by catching the sun and reflecting an intense beam of radiant light into their eyes. They are particularly dangerous in high-wind environments, where their speed and damage are doubled. They are vulnerable to thunder damage, which can shatter the individual shards into harmless dust.

Loot

The remains of a swarm can be processed into "Glass-Silk Thread," a rare material used for weaving high-stealth cloaks that grant the wearer advantage on Stealth checks in desert or crystalline environments.