Elementite Swarm, Water (CR 4)
Tiny Elemental (Extraplanar, Swarm, and Water)
Alignment: Usually neutral
Initiative: +4; Senses: darkvision 60 ft., Listen +7, and Spot +7
AC: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Hit Dice: 7d8+10 (42 hp)
Fort +2, Ref +5, Will +2
Speed: 20 ft., swim 90 ft.
Space: 10 ft./0 ft.
Base Attack +5; Grapple -
Full Attack: Swarm
Damage: Swarm 2d6
Special Attacks/Actions: Distraction, drown
Abilities: Str 13, Dex 10, Con 12, Int 2, Wis 11, Cha 11
Special Qualities: drench, elemental traits, swarm traits, water mastery
Feats: Alertness; Improved Initiative; Toughness
Skills: Hide +8, Listen +7, and Spot +7
Climate/Terrain: Elemental Plane of Water
Organization: Solitary, swirl (2-4 swarms), or wave (5-8 swarms)
Water elementite swarms live and learn by exploring creatures by swarming all over them. They are a significant threat to visitors to the Elemental Plane of Water.
Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a water elementite swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Drench (Ex): As water elementites swarm over a creature or an area, they put out torches, campfires, exposed lanterns and other open flames of non-magical origins if these are of Large size or smaller. A swarm can dispel magical fire it touches as if by dispel magic (caster level 7th).
Drown (Ex): Water elementites swarm over and into any creature in the same space, filling its lungs (or other breathing apparatus). Holding one's breath is not possible in the middle of the swarm; a victim is immediately at risk of drowning and must make a Constitution check every round (see Drowning).
Water Mastery (Ex): A water elementite swarm gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the foe or the swarm is touching the ground, the swarm takes a -4 penalty on attack and damage rolls.
Water elementite swarms don't overturn ships as their larger water elemental brethren do. Instead, they swarm up and over a ship, exploring the cabins and the cargo areas. Sometimes the weight of several swarms can cause a small ship to sink.
Elementite swarms have very little intelligence. Like all swarms, they attack by moving into an opponent's space, provoking an attack of opportunity. An elementite swarm can occupy the same space as an opponent of any size, but it remains a creature with a 10-foot space. Swarms never make attacks of opportunity. Unlike other creatures with a 10-foot space, an elementite swarm is shapeable. It can occupy any four contiguous 5-foot squares, and it can squeeze through any space large enough to contain a Tiny creature.
Elemental Traits: An elementite swarm has immunity to poison, magic sleep effects, paralysis, and stunning. It is not subject to extra damage from critical hits or flanking. The individual elementites cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). An elementite swarm has darkvision out to 60 feet.
Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to extra damage from critical hits or flanking.
Reducing a swarm to 0 or fewer hit points causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple other creatures.
A swarm has immunity to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as many evocation spells and splash weapons.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature.
A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes attacks of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. (A swarm of 15,000 centipedes is ten centipede swarms, each swarm occupying a 10-foot square.) The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures (see Winds, page 95 of the Dungeon Master's Guide). For example, a swarm of locusts (a swarm of Diminutive creatures) can be blown away by a severe wind. Wind effects deal 1d6 points of nonlethal damage to a swarm per spell level (or Hit Dice of the originating creature, in the case of effects such as an air elemental's whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.
Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
|Swarm HD||Swarm Base Damage|
|21 or more||5d6|
A swarm's attacks are nonmagical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction (Ex): Any living creature vulnerable to a swarms damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in a swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.