Swarm of Cranium Rats

Volo's Guide to Monsters p. 133

Size
Medium
Type
swarm of medium beasts
Alignment
lawful evil
AC
12
Hit Points
36 (8d8)
Speed
walk 30 ft.
Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses
darkvision 30 ft.
Passive Perception
10
Languages
telepathy 30 ft.
Challenge
5
Lineage
Rat
Environment
underdark, urban
STR
9
−1
DEX
14
+2
CON
10
+0
INT
15
+2
WIS
11
+0
CHA
14
+2

Traits

Illumination

As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5 to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.

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.

Telepathic Shroud

The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.

Innate Spellcasting (Psionics)

The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:

  • At will: command, comprehend languages, detect thoughts
  • 1/day each: confusion, dominate monster

Actions

Bites

Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Spells

command, comprehend languages, detect thoughts, confusion, dominate monster

Other data

description

Mind flayers create cranium rats by bombarding normal rats with psionic energy.

Evil Collectives: Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells.

A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and becomes 15 again if it rejoins the swarm or another one.

Telepathic Vermin: A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically "speaks" as one creature, often referring to itself using the collective pronouns "we" and "us."

Spies for an Elder Brain: Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy.

Cranium rats occasionally spread beyond the elder brain's range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire.