Shyrack Swarm

Large swarm of small beasts, unaligned

CreatureScum and Villainy

At a glance

Armor Class
12 (natural armor)
Hit Points
38 (6d10+10)
Speed
0 ft., fly 20ft
Damage Resistances
energy, kinetic
Condition Immunities
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses
blindsight 60 ft., passive Perception 11
Languages
None
Challenge
1 (200 XP)

Ability scores

  • Str6-2Strength 6, modifier minus 2
  • Dex18+4Dexterity 18, modifier plus 4
  • Con11+0Constitution 11, modifier plus 0
  • Int3-4Intelligence 3, modifier minus 4
  • Wis12+1Wisdom 12, modifier plus 1
  • Cha4-3Charisma 4, modifier minus 3

About this creature

Shyracks are cave-dwelling terrors that are fiercely territorial and attack any intruder with aggression and fervor. While typically cave bound, every sixty-three years the shyracks of Korriban spill from their cave habitats for an entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain. While ungainly and slow-moving with no eyes, shyracks are potentially dangerous pests, especially when they converge as a swarm on an intruder. They are native to the Shyrack cave of Korriban and are natural rivals to the feared Tuk'ata.

Traits

Keen Hearing

The Shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small shyrack. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature in the swarm's space. Hit: 9 (2d8) kinetic damage, or 4 (1d8) kinetic damage if the swarm has half of its hit points or fewer.