The Dragonlance Nexus

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Kender Swarm

D&D 3e (3.0/3.5) Rules

by KenderBryant

Kender Swarm

Small Humanoid (Swarm)
Hit Dice:
14d8+28 (91hp)
Initiative: +11
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +5 Dexterity, +2 leather armor), touch 16, flat-footed 13
Base Attack/Grapple: +11/+6
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Distract, taunt
Speical Qualities: Fearlessness, swarm traits, kender traits
Saves: Fort +6, Ref +14, Will +3
Abilities: Str 10, Dex 20, Con 14, Int 13, Wis 8, Cha 14
Skills: Bluff +13 (+17 taunt), Disable Device +14, Listen +8, Open Lock +14, Search +12, Sleight of Hand +17, Spot +10
Feats: Alertness, Improved Initiative, Improved Taunt(B), Quick-Thinking, Skill Focus (Bluff), Tactile Trapsmith* (from Complete Adventurer)
Environment: Any
Organization: Solitary or catastrophe (2-5 swarms)
Challenge Rating: 12
Alignment: Any non-lawful, non-evil
Advancement: By class
Level Adjustment: -

An irritating, high-pitched chatter fills the air, followed by the proclomation, "I'm bored!". Pedestrians flee the streets as a mass of bright, variegated colors surges down the road.

Some say the kender swarm is more frightening than the biggest dragon. That's mainly because most would rather jump into the dragon's mouth than deal with so large a group of kender.


The kender swarm, when entering combat, leads off with it's taunt ability to enrage and distract as many foes as it can.

Distraction: Any living creature that begins its turn with a kender swarm in its space must succeed on a DC 19 Will save or run away in fear, while losing all personal belongings, for 1 round.

Taunt: The target of this ability must make a successful Sense Motive check (DC 1d20+17) or take a -2 penalty to attack, armor class, and saving throws. The target is filled with the need to destroy the swarm.

Fearlessness: The kender swarm is completely immune to fear, magical or otherwise.

Author's Note: Happy APRIL FOOLS!

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