Creature Reference Back to Creatures

Runeswarm

Large · Construct · CR 10 · Unaligned

Armor Class
15
Hit Points and Hit Dice
150 (20d10+40)
Challenge Rating CR
10

Ability Scores

Core attributes and their modifiers.

STR
3
-4
DEX
20
+5
CON
15
+2
INT
2
-4
WIS
12
+1
CHA
18
+4

Overview

Category Monsters
Size Large
Type Construct
Alignment Unaligned
XP 5900
Initiative Bonus +5

Movement

Fly 60 ft (18.3 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 11

Resistances & Immunities

Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned

Traits

Magic Resistance

The runeswarm has advantage on saving throws against spells and other magical effects.

Swarm

The runeswarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain hp or gain temporary hp.

Actions

Cutting Runes

+11 to hit. Hit: 6d4 slashing damage.

Melee Weapon Attack: +11 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage, or 7 (3d4) slashing damage if the swarm has half of its hp or fewer.

Multiattack

The runeswarm can use Runecast. It then makes two cutting runes attacks.

Runecast

The runes swirling within the swarm form into the shape of a random rune, causing one of the following magical effects. Roll a d6 to determine the effect.
1. Algiz. The runeswarm magically calls 2d4 elk or 1 megaloceros. The called creatures arrive on initiative count 20 of the next round and defend the runeswarm. The beasts remain for 1 minute or until the runeswarm dies.
2. Dagaz. The runeswarm emits a burst of blinding light. Each creature within 20-feet of the swarm must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
3. Ehwaz, Raido. A random willing target within 20 feet of the runeswarm gains the benefits of the expeditious retreat and freedom of movement spells for 1 minute.
4. Ingwaz. A random willing target within 20 feet of the runeswarm receives a brief glimpse of the immediate future and has advantage on its next ability check, attack roll, or saving throw.
5. Isaz, Kaunen, Sowilo, Turisaz. Fire, lightning, radiance, or cold winds swirl around the runeswarm. Each creature within 20 feet of the swarm must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold (isaz), fire (kaunen), radiant (sowilo) or lightning (turisaz) damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the rune: isaz (1), kaunen (2), sowilo (3), turisaz (4).
6. Tewaz. The runeswarm glows with a baleful light. Each creature within 20 feet of the swarm must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.

About Runeswarm

Runeswarm is a large construct with a Challenge Rating of 10. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 150 hit points (derived from 20d10+40).

GM Tips: Using Runeswarm

4 tips available

When using Runeswarm in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Runeswarm

4 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 10.

Solo Encounter:

A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 11,000 XP
  • Hard: 16,500 XP
  • Deadly: 22,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Runeswarm?
Runeswarm has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
What type of creature is Runeswarm?
Runeswarm is a Large Construct, which affects how certain spells and abilities interact with it.

Related D&D 5e Content

Related Creatures