Mender Swarm
Medium • Swarm of Tiny Constructs • Unaligned
Armor Class 13
Hit Points 13 (3d8)
Speed 10 ft., fly 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 13 (+1) | 10 (+0) | 2 (−4) | 8 (−1) | 1 (−5) |
Damage Resistances bludgeoning, piercing, slashing; fire, lightning
Damage Immunities poison, psychic
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 30 ft., passive Perception 9
Languages -
CR 1/4 (XP 50; PB +2)

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 insect. The swarm can't regain hit points or gain temporary hit points, except through its Weld ability.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Shock. Melee Weapon Attack: +3, reach 0 ft. Hit: 5 (2d4) lightning damage, or 2 (1d4) lightning damage if the swarm is bloodied.
Weld. A construct within the swarm’s space or the swarm itself regains 5 (2d4) hit points, or 2 (1d4) hit points if the swarm is bloodied.
Mender Swarm
Medium • Swarm of Tiny Constructs • Unaligned
Armor Class 12
Hit Points 4 (1d8)
Speed 5 ft., fly 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 11 (+0) | 10 (+0) | 2 (−4) | 8 (−1) | 1 (−5) |
Damage Resistances bludgeoning, piercing, slashing; fire, lightning
Damage Immunities poison, psychic
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 30 ft., passive Perception 9
Languages -
CR 0 (XP 10, PB +2)

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 insect. The swarm can't regain hit points or gain temporary hit points, except through its Weld ability.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Shock. Melee Weapon Attack: +2, reach 0 ft. Hit: 2 lightning damage, or 1 lightning damage if the swarm is bloodied.
Weld. A construct within the swarm’s space or the swarm itself regains 2 hit points, or 1 hit points if the swarm is bloodied.
Mender Swarm
Medium • Swarm of Tiny Constructs • Unaligned
Armor Class 14
Hit Points 45 (10d8)
Speed 10 ft., fly 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 15 (+2) | 10 (+0) | 2 (−4) | 8 (−1) | 1 (−5) |
Damage Resistances bludgeoning, piercing, slashing; fire, lightning
Damage Immunities poison, psychic
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 30 ft., passive Perception 9
Languages -
CR 2 (XP 450; PB +2)

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 insect. The swarm can't regain hit points or gain temporary hit points, except through its Weld ability.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Shock. Melee Weapon Attack: +4, reach 0 ft. Hit: 14 (4d6) lightning damage, or 7 (2d6) lightning damage if the swarm is bloodied.
Weld. A construct within the swarm’s space or the swarm itself regains 14 (4d6) hit points, or 7 (2d6) hit points if the swarm is bloodied.
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.
