Blood Raven Swarm

These last few stat blocks from Threats to the Nentir Vale come from the Wandering Tower’s section, and I’m just going to let the writing for that section stand on its own. I love this section of the book, the little stories it tells are so good. For those of you who need to know, the Wandering Tower is a massive, ancient mimic that replicates entire buildings and lures in meals that way. It has 2 support stat blocks I’ll put up first, then the tower itself will be released on Friday. Here’s the first, the blood raven swarm, a band of unnatural birds that constantly follow the Wandering Tower about and feed on those who try to interrupt its meals.

Three dwarves were exploring the ruins of Fastormel when they spotted a lonely tower hidden behind a stand of trees. Although they had gone to great expense to obtain accurate maps of the area, the tower appeared on none of them. They investigated and found the tower in remarkable condition. The stonework suggested it had been built only a few years ago. Swarms of red birds watched from the battlements and the nearby trees as the dwarves fussed over the tower’s age and purpose. A knock on the door went unanswered.

Although one of the dwarves fancied himself an expert rogue, he could not pick the lock on the front door to save his life. Frustrated by his failure, he used a grappling hook and rope to scale the tower, hoping to find a trap door on the roof Halfway up the tower, he saw an eye watching him. At first the eye appeared to be carved into the wall of the tower, but then it closed and seemed to disappear into the stonework. The startled dwarf let go of the rope, fell 20 feet to the ground, and crawled away from the tower as fast as he could.

As the other two dwarves helped the rogue to his feet, the front door of the tower opened, and a dwarf crone with long white hair appeared in the doorway.

“I didn’t hear you knock,” she said plainly.

“Your tower sparked our curiosity,” replied one of the rogue’s companions. “We came here to explore the ruins of Fastormel.”

The old wizard smiled. “If you seek to unlock the mysteries of the ruins, then you’ve come to the right place. Here may you find all you desire.”

The wizard beckoned the dwarves inside. Sensing danger, the rogue urged his companions to keep their distance, but curiosity got the better of them. They accepted the wizard’s invitation and went inside, leaving the rogue outside to stand watch. After the door closed C2A0behind his friends, the rogue could hear their screams through the walls. He tried to force his way inside but was set upon by swarms of red birds. Eventually he ran far away, and the birds gave up the C2A0chase. Weeks later the rogue returned to the site with another band of explorers, but the tower, its occupant, and the ravenous birds were gone.

Originally from the 4e Monster Vault: Threats to the Nentir Vale.

5th Edition

Blood Raven Swarm
Large swarm of tiny monstrosities , unaligned
Armor Class 15
Hit Points 57 (6d10 + 24)
Speed 15 ft., fly 40 ft.
Str 14 (+2) Dex 21 (+5) Con 18 (+4) Int 2 (-4) Wis 20 (+5) Cha 10 (+0)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 15
Languages
Challenge 4 (1100 XP)
Carrion Vigor. When the swarm starts its turn in the space of a creature that has half its hit points or fewer remaining, the swarm’s speed doubles and it has advantage on melee weapon attacks until the end of its turn2E
Swarm. The swarm can occupy another creature’s space20and vice versa, and the swarm can move through any opening large enough for a Tiny bird. The swarm can’t regain hit points or gain temporary hit points. The swarm is immune to being flanked.
Actions
Blood Beaks.
Melee Weapon Attack: +7 to hit, all creatures in the swarm’s space. Hit: 18 (4d8) piercing damage or 9 (2d8) piercing damage if the swarm has half of its hit points or fewer. If the target has half of its hit points or fewer, it must succeed on a DC 14 Constitution saving throw or have disadvantage on attack rolls until the end of its next turn.

13th Age

Blood Raven Swarm
7th level spoiler [beast]
Initiative: +13
Blood Beaks +12 vs. AC (all engaged enemies)C2A0- 12 damage, and if the target is staggered it is also weakened until the end of its next turn
Carrion Vigor:C2A0If the swarm starts its turn engaged with a staggered enemy, the swarm can take move actions as quick actions until the end of that turn.
Flock:C2A01/turn, as a move action, the swarm can engage a nearby enemy without disengaging from other enemies.
Swarm Attack:C2A0An enemy that ends its turn engaged with the swarm takes 5 damage.
Swarm Resistance:C2A0The swarm has resist damage 14+C2A0against attacks that only target one creature, but is vulnerable to attacks that can target multiple creatures.
ACC2A022 PDC2A021 MDC2A017 HPC2A098

Check it out!