Cave Hazards
Cave Hazards
Cave Hazards
Swarm Of Bats
Medium swarm of tiny beasts, unaligned
Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.
STR
5 (-3) DEX
15 (+2) CON
10 (+0) INT
2 (-4) WIS
12 (+1) CHA
4 (-3)
Damage Resistance Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned
Senses Blindsight 60 Ft., passive Perception 11
Challenge 1/4 (50 XP)
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit points or gain
temporary hit points.
Actions
Bites (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 0 ft., one creature
in the swarm's space. Hit: (2d4) piercing damage.
Bites (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in
the swarm's space. Hit: (1d4) piercing damage.
Giant Centipede
Small beast, unaligned
Armor Class 13 (Natural Armor)
Hit Points 4 (1d6+1)
Speed 30 ft., climb 30 ft.
STR
5 (-3) DEX
14 (+2) CON
12 (+1) INT
1 (-5) WIS
7 (-2) CHA
3 (-4)
Senses Blindsight 30 Ft., passive Perception 8
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage
plus (3d6)poison damage. The target must succeed on a dc If the poison damage reduces the
target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points,
and is paralyzed while poisoned in this way
Kobold
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 5 (2d6-2)
Speed 30 ft.
STR
7 (-2) DEX
15 (+2) CON
9 (-1) INT
8 (-1) WIS
7 (-2) CHA
8 (-1)
Senses Darkvision 60 Ft., passive Perception 8
Languages Common, Draconic
Challenge 1/8 (25 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the
kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning
damage.
Swarm Of Rats
Medium swarm of tiny beasts, unaligned
Armor Class 10
Hit Points 24 (7d8-7)
Speed 30 ft.
STR
9 (-1) DEX
11 (+0) CON
9 (-1) INT
2 (-4) WIS
10 (+0) CHA
3 (-4)
Damage Resistance Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned
Senses Darkvision 30 Ft., passive Perception 10
Challenge 1/4 (50 XP)
Keen Smell. The swarm 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 rat. The swarm can't regain hit points or gain
temporary hit points.
Actions
Bites (swarm has more than half HP). Melee Weapon Attack: +2 to hit, reach 0 ft., one target in
the swarm's space. Hit: (2d6) piercing damage.
Bites (swarm has half HP or less). Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the
swarm's space. Hit: (1d6) piercing damage.