Swarm Characteristics- A swarm is considered a single monster even though it is composed of several Tiny creatures. A swarm takes half damage from ranged and melee attacks, but is vulnerable to close and area attacks. A swarm is immune to forced movement (pull, push, and slide) effects, however forced movement imposed by close or area attacks affect the swarm normally. A swarm can enter or move through an enemy’s space; this movement does NOT provoke opportunity attacks. Entering a space occupied by a swarm is considered difficult terrain and does provoke an opportunity attack.
Light sources that provide bright light in a certain radius (as defined on p. 262 of the Player’s Handbook) will also provide dim light outside of the normal area to a number of additional squares equal to half of the radius of the bright light (rounding down as usual). For example, the Wizard’s Light cantrip sheds bright light within 4 squares. It will now also provide dim light to all squares 5 and 6 squares from the light source.
Swarm Characteristics- A swarm is considered a single monster even though it is composed of several Tiny creatures. A swarm takes half damage from ranged and melee attacks, but is vulnerable to close and area attacks. A swarm is immune to forced movement (pull, push, and slide) effects, however forced movement imposed by close or area attacks affect the swarm normally. A swarm can enter or move through an enemy’s space; this movement does NOT provoke opportunity attacks. Entering a space occupied by a swarm is considered difficult terrain and does provoke an opportunity attack.
Thanks! I have gotten a few ideas from some of the other campaigns on this site too. There are some really good ones!
I’m really impressed with your Wiki entries. I look forward to reading more of the Adventures.
Light sources that provide bright light in a certain radius (as defined on p. 262 of the Player’s Handbook) will also provide dim light outside of the normal area to a number of additional squares equal to half of the radius of the bright light (rounding down as usual). For example, the Wizard’s Light cantrip sheds bright light within 4 squares. It will now also provide dim light to all squares 5 and 6 squares from the light source.