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