Swarm of Scrolls

Large • Swarm of Tiny Constructs • Unaligned

Armor Class 12

Hit Points 33 (6d10)

Speed 0 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
1 (-5)14 (+2)10 (+0)1 (-5)10 (+0)1 (-5)

Damage Vulnerabilties fire

Damage Resistances poison, psychic; bludgeoning, piercing, slashing

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses blindsight 60 ft., passive Perception 10

Languages

CR 1 (XP 200; PB +2)

A whirling mass of enchanted scrolls floating through the air.

Immutable Form. The swarm can’t shape-shift.

Magical Mishap. If the swarm takes at least 10 fire damage in a single round, it immediately uses its Scrollcasting action at a random target (including itself) or in a random direction, if the spell targets an area.

Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.

Slowfall. The swarm doesn’t take damage from falling.

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 sheet of paper. The swarm can't regain hit points or gain temporary hit points.

Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.

ACTIONS

Papercuts. Melee Weapon Attack: +4, reach 0 ft., one creature in the swarm's space. Hit: 17 (6d4 + 2) slashing damage, or 9 (3d4 + 2) slashing damage if the swarm is bloodied.

Scrollcasting. The swarm casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 10, +2 to hit with spell attacks). The swarm randomly determines which spell to cast, but then decides targets logically according to the spell:

1/day: blindness/deafness, burning hands, charm person, color spray, faerie fire, fog cloud, hideous laughter, magic missile, mirror image, ray of sickness, sleep, thunderwave

Swarm of Scrolls

Large • Swarm of Tiny Constructs • Unaligned

Armor Class 10

Hit Points 11 (2d10)

Speed 0 ft., fly 30 ft. (hover)

Initiative +0 (10)

STRDEXCONINTWISCHA
1 (-5)11 (+0)10 (+0)1 (-5)10 (+0)1 (-5)

Damage Vulnerabilties fire

Damage Resistances poison, psychic; bludgeoning, piercing, slashing

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses blindsight 60 ft., passive Perception 10

Languages

CR 1/8 (XP 25; PB +2)

A whirling mass of enchanted scrolls floating through the air.

Immutable Form. The swarm can’t shape-shift.

Magical Mishap. If the swarm takes fire damage, it immediately uses its Scrollcasting action at a random target (including itself) or in a random direction, if the spell targets an area. After the spell is resolved it dies.

Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.

Slowfall. The swarm doesn’t take damage from falling.

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 sheet of paper. The swarm can't regain hit points or gain temporary hit points.

Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.

ACTIONS

Papercuts. Melee Weapon Attack: +2, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) slashing damage, or 2 (1d4) slashing damage if the swarm is bloodied.

Scrollcasting. The swarm casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 10, +2 to hit with spell attacks). The swarm randomly determines which spell to cast, but then decides targets logically according to the spell:

1/day: blindness/deafness, burning hands, color spray, magic missile, ray of sickness, sleep, thunderwave

Swarm of Scrolls

Large • Swarm of Tiny Constructs • Unaligned

Armor Class 13

Hit Points 71 (11d10 + 11)

Speed 0 ft., fly 30 ft. (hover)

Initiative +3 (13)

STRDEXCONINTWISCHA
1 (-5)16 (+3)12 (+1)1 (-5)12 (+1)1 (-5)

Damage Vulnerabilties fire

Damage Resistances poison, psychic; bludgeoning, piercing, slashing

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses blindsight 60 ft., passive Perception 10

Languages

CR 4 (XP 1,100; PB +2)

A whirling mass of enchanted scrolls floating through the air.

Immutable Form. The swarm can’t shape-shift.

Magical Mishap. If the swarm takes at least 10 fire damage in a single round, it immediately uses its Scrollcasting action at a random target (including itself) or in a random direction, if the spell targets an area.

Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.

Slowfall. The swarm doesn’t take damage from falling.

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 sheet of paper. The swarm can't regain hit points or gain temporary hit points.

Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.

ACTIONS

Multiattack. The swarm makes one Papercuts attack and uses its Scrollcasting before or after this attack.

Papercuts. Melee Weapon Attack: +5, reach 0 ft., one creature in the swarm's space. Hit: 31 (8d6 + 3) slashing damage, or 17 (4d6 + 3) slashing damage if the swarm is bloodied.

Scrollcasting. The swarm casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The swarm randomly determines which spell to cast, but then decides targets logically according to the spell:

1/day: blindness/deafness, scorching ray, charm person, color spray, fog cloud, hypnotic pattern, magic missile, mirror image, ray of sickness, sleep, shatter

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.