# Swarm, Sheengrass >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >Melee/Ranged: +2/+9 > >Secondary: -3/+4 > >Multiattack: +0/+7 > >M/R_PA: +2/+9 > >2nd/PA: -3/+4 > >MA_PA: +0/+7 > >Itterative: 1 > > xDmg:: Str: -4; Str2: -6; StrOH: -2; StrPA: -4; StrPA2H: -6; StrPAOH: -2 > > xDCs:: Str: 7; Dex: 14; Con: 12; Int: 8; Wis: 12; Cha: 8 > > xFeat:: 2/2 (0) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Sheengrass Swarm</div> <div class="CR">CR 1 (400 XP)</div> <div class="SOU">Web</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Diminutive Plant (psionic, swarm) **Init** +3 **Senses** tremorsense 30 ft.; **Perception** +1 #### defense **AC** 17, 17 touch, 14 flat-footed (+3 Dex, +4 size) **hp** 15 (3d8+3) **Fort** +4, **Refl** +4, **Will** +2 **Feint** —, **Demoralize** — **Defensive Abilities** swarm traits **Immune** weapon damage #### offense **Speed** 30 ft. **Melee** swarm (1d6) **Space** 10 ft., **Reach** ft. **Special Attacks** earth root, hive mind, tangle grass, tremorsense #### statistics **Str** 2, **Dex** 17, **Con** 12, **Int** 4, **Wis** 13, **Cha** 5 **BAB** +2, **CMB** —, **CMD** —, **TA** +2, **RTA** +9 **Feats** [[Psionic Body]], [[Speed of Thought]] **Skills** Perception +1, Stealth +15 **Languages** #### special abilities ### Earth Root (Ex) A sheengrass swarm can travel only on soft natural ground (such as soil or earth, but not stone). It cannot be knocked down or blown away by wind effects. ### Hive Mind (Ex) Any sheengrass swarm with at least 1 hit point per Hit Die (or 3 hit points, for a standard sheengrass swarm) forms a hive mind, giving it an Intelligence of 5. When a sheengrass swarm is reduced below this threshold, it becomes mindless and has no psi-Like Abilities. ### Tangle Grass (Ex) A sheengrass swarm clutches at the feet of any creature that begins its turn with the same space as the swarm or that moves into the swarm's space during its turn. An affected creature must succeed at a DC 14 Reflex save or fall to the ground, prone. Falling prone ends the creature's turn. A prone creature in the swarm's space must make a Reflex save at the beginning of turn. If the save fails, the creature remains prone and its turn ends. The save DC is Dexterity-based. ### Tremorsense (Ex) A sheengrass swarm can detect anything moving in contact with the ground within 30 feet of itself.