# Swarm, Swamp Strider
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 1d2 (×2)
> >Melee/Ranged: +5/+15
> >Secondary: +0/+10
> >Multiattack: +3/+13
> >M/R_PA: +5/+15
> >2nd/PA: +0/+10
> >MA_PA: +3/+13
> >Itterative: 2
> > xDmg:: Str: -5; Str2: -7; StrOH: -2; StrPA: -5; StrPA2H: -7; StrPAOH: -2
> > xDCs:: Str: 9; Dex: 19; Con: 14; Int: 14; Wis: 14; Cha: 13
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Swamp Strider Swarm</div>
<div class="CR">CR 5 (1,600 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Diminutive Vermin (swarm)
**Init** +9
**Senses** wavesense; **Perception** +0
#### defense
**AC** 19, 19 touch, 14 flat-footed (+5 Dex, +4 size)
**hp** 36 (9d8)
**Fort** +6, **Refl** +8, **Will** +3
**Feint** —, **Demoralize** —
**Defensive Abilities** swarm traits
**Immune** weapon damage
#### offense
**Speed** 50 ft.
**Melee** swarm (2d6 plus distraction)
**Space** 10 ft., **Reach** ft.
**Special Attacks** water walk, wavesense, wounding
#### statistics
**Str** 1, **Dex** 20, **Con** 10, **Int** —, **Wis** 10, **Cha** 8
**BAB** +6, **CMB** —, **CMD** —, **TA** +5, **RTA** +15
**Feats** [[Improved Initiative]]<sup>B</sup>
**Skills** Perception +0
**Languages**
#### special abilities
### Water Walk (Ex)
Swamp striders can move across water as easily as on land. This ability functions as the water walk spell, except that it is an extraordinary ability and the swamp strider swarm actually touches the water rather than floating above it. A swamp strider swarm that is submerged will rise to the surface (as per the spell effect), but if it is forced to remain underwater for 5 rounds or more, it must succeed at a DC 15 Fortitude save every round thereafter or perish.
### Wavesense (Ex)
A swamp strider swarm notices and locates any creatures within 30 feet as long as they are in the same body of water as the swarm.
### Wounding (Ex)
Any living creature damaged by a swamp strider swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.