
“Now while alone, these little guys won’t bother you too much, they just love to seek out other Aetheriphans, leading to massive rolling schools. While swarming, these fellas might as well be a sentient lightning bolt, flying around and zapping anything and everything that gets too close!”
– Eve Stirwin.
Finally, we reach the real monsters (literally). Monstrosities are a hard bag to exactly explain why they are classified as such, but from what I’ve seen and chosen to rule is that a Monstrosity needs to either invoke the feeling of a typical monster. So for example, the Hydra. This is a creature that could easily go into either the Beast or Dragon category as at its core, it is a huge multi-headed aquatic reptilian creature that uses its multiple heads to bite and tear prey apart. There’s nothing inherently magical about it unless you choose to believe it’s rapidly regenerating heads as inherently magic (I personally choose to believe this to be a biological trait of the same caliber as why a dragon can breathe fire.) So why put the Hydra as a Monstrosity as opposed to the other two? Well, it lacks the wings, presence, features, and shape a dragon might have. Sure we have Drakes which are quadrupedal wingless reptiles like the Hydra, but they still have horns and a truly draconic aesthetic to them. You can look at a Drake and say “yep, that’s definitely related to a Dragon,” while a Hydra doesn’t invoke that feeling. As for why it wouldn’t put it as a Beast? Well, Beasts are reserved for more “normal” creatures I’d put it, things that don’t wholly invoke the vibe that a monster would. A Hydra has too much going for it to be merely classified as “just a regular beast,” in my opinion. With all that said, why make the Aetheriphan a Monstrosity as opposed to a Beast? While it could very easily go into either, I feel with the nature of the Aetheriphan and how they function leads them closer to a Monstrosity than a simple Beast.
Aetheripahn: The Overview
Aetheriphans are tiny shrimp-like creatures that draw energy from static electricity as well as direct electrical sources such as a construct or elemental powered by lightning. They frequently can be found in massive swarms amidst storms and trailing after lighting bolts. A starved Aetheriphan Swarm is a dangerous matter as these little critters will swarm the biggest electrical source they can sense and latch on to it, both shocking the prey to death with the lingering static electricity trapped in the swarm, but also drawing out the electrical charges from the creature, though typically the prey is long dead from the static shocks produced by the swarm before the Aetheriphan Swarm is done feeding. Despite being only CR 6, that is still a credible enough of a threat for even up-and-coming heroes to be warry of and with their habitat being wherever storms brew, they can be found virtually everywhere that is above ground, though most frequently residing high above and inside the clouds.
Stats and Abilities:
Despite being frail as an individual, Aetheriphans in a swarm will rush towards danger or a potential meal and attempt to use their overwhelming numbers to subdue their quandary. Because of the size of their swarm (Huge), an Aetheriphan Swarm is not easy to fully clear and they cna prove to be resilient with their 16 CON. Additionally they’re incredibly nimble with both a 60ft. hovering speed and a 16 in DEX making them incredibly hard to lock down. Sadly, all of their other stats falter with only a 10 in WIS being their next highest and a 6 in CHA, 4 in INT, and 3 in STR means the Aetheriphans will be able to see threats or prey from a far, but they won’t know how ton adapt if a prey proves difficult. They have one plan of attack and they’re going to stick with it, no matter how much of the swarm falls.

Aetheriphan Swarms are fast, being able to dash up to 120ft. in a single turn which drastically outpaces a massive amount of creatures. Even their regular movement of 60ft. is the same speed as a typical adventurer running full sprint, allowing the swarm to keep pace without losing the ability to attack. This massive speed advantage pairs nicely with their Scatter feature and the necessity to be sharing the same space as other creatures to actually land an attack, all of which will be discussed in more detail here shortly. Simple minded and direct attackers, if they aren’t aimlessly floating above the hills an Aetheirphan Swarm would lock on to what it perceives to be the biggest meal and dives from above and engulfs the target with blinding speed and subjecting it to a myriad of painful and likely deadly shocks.
- Stats and Skills: Lacking proficiencies in any skills or saving throws leaves a lot to be desired, forcing the swarm to play as aggressively as possible to try and end a fight as soon as possible. It could be argued to give the swarm at least one or two proficiencies, likely in CON and Perception, but all in all these are simple creatures that swarm and overwhelm prey with little nuance. Their biggest boon is their large size as they can quickly descend and even encircle multiple characters at once to deal as much damage with Static Aura as possible. With the fact the AC is a tad low, there can be an argument for bumping the hit points up a few notches, but all in all this is a nice balance that possibly needs some tweaking once it’s actually being used in a fight.
- Resistances, Immunities, and Senses: Because a swarm of creatures is not a singular entity but instead a multitude, it is very easy to bludgeon, stab, or slash a singular Aetheriphan, but to do it to multiple with a singular strike is nigh impossible. Just like most if not every other swarm of creatures in D&D5e, the Aetheriphan Swarm is resistant to all Bludgeoning, Piercing, and Slashing damage type, magical or nonmagical it doesn’t matter. Minor mistake, Aetheriphans should be immune to Lightning damage not resistant due to that being their primary food source and it doesn’t make sense for a creature that both feeds of electricity and harnesses it for offensive means to be able to take Lightning damage. I do also suppose the swarm should get pseudo-Blindsight as well due to their ability to locate electrical pulses as described, and this would have a lengthy range to it but could be balanced by only being able to detect creatures but not structures like walls, trees, or see through X amount of feet of a material. Otherwise, a lot of their remainign immunities are present because like with Bludgeoning, Piercing, and Slashing damage types, you could probably charm a singular Aetheriphan, but not a whole swarm at once and the rest of the conditions follow this same idea.
Passive Abilities and Actions:

Static Aura. A creature that starts its turn sharing the same space as the swarm takes 7 (2d6) lightning damage.
With how much electricity is stored in a swarm, it’s no surprise anything caught in the same space as them is bound to get shocked. Flavor wise, this also causes the swarm to target whatever just got shocked as their food source just zapped into a nearby creature. Good moderate chip damage, and with how much area they cover, this can easily chip away at multiple creatures at once.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain hp or gain temporary hp.
this isn’t a fight against one creature, this is a fight against hundreds. If one can get in, the rest will surly follow. Granted, Aetheriphans don’t want to be in closed spaces or underground as they need open areas for their speed advantage to shine, but any animal that is hungry enough will do whatever it takes to secure a meal. Another rule of swarming creatures is the no regaining hit points or gaining temporary hit points. Every successful attack or spell, tens of members of the swarm die instantly, so it’s rather hard to say “oh, the 14 tiny beetles splattered into paste by the swinging maul suddenly got better! +15 hit points!”

Shocking Touch. Melee Weapon Attack. +6 to hit, reach 0ft., one creature in the swarm’s space. Hit: 25 (10d4) lightning damage, or 12 (5d4) lightning damage if the swarm has lost half of it shit points or fewer. If the target is a creature wearing metal armor or holding a metal weapon, the swarm has advantage on this attack.
So unlike other attacks, attacks from a swarm don’t add their respective mod, instead focusing on the raw dice damage which will weaken once the swarm reaches half health since half the swarm is now dead. Additionally, most swarms don’t get the Multiattack feature since most swarming creatures attack in unison, so its one attack has to hit hard to compensate for that and even harder at that since halfway through the fight it’s severely weakened.

Overload (Recharge 6). The swarm overloads its own electrical energy. Each creature within 20 feet of it must make a DC 14 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
The big-damage option for the swarm, where it lashes out and shocks everything nearby. Covering a rather large range of 20ft. from the swarm (not a radius, just everything within 20ft.) and dealing a nice bit of damage that’s just slightly better than its standard attack, the swarm is starting with this feature and using it every chance it recharges. After all, why hit one creature for 25 damage when you could hit everybody for 28? This probably does need a weaker version similar to its standard attack however to help keep it in line with how swarms function in D&D5e.

Scatter (Recharge 5-6). When the swarm is hit by an attack, the swarm scatters and reappears within 20ft. of it’s initial space. This movement does not provoke attacks of opportunity.
This reaction allows the nimble swarm to rapidly disperse and relocate within 20ft. This is another ability the swarm has no reason not to use whenever it can unless it’s only fighting one creature. Being able to suddenly move for free as a reaction is a valuable tool and allows the swarm to rapidly shift targets with ease. The wording does need to be cleared up as the swarm would still take the damage before vanishing, those of the swarm who don’t get hit just scatter in opposite directions before reforming nearby.
Revisions:
All in all, I’m quite happy with how this statblock turned out as this isn’t supposed to be anything groundbreaking and mainly relies on its quick speed, good hit point pool, and decent damage output as opposed to any real tricks or tactics. The only thing I would consider changing is possibly adding an ability to heal when they are hit with lighting damage for half the damage they would have taken if they weren’t immune. The main reason I haven’t is that they already have over 100 hit points and resistant to all weapon damage types, so they effectively have 200+ hit points for martials. Adding a healing effect feels like it’s too much for a CR 6 monster. The only other thing I would change is changing the creature type from Monstrosity to Beast, but with the fact they feed off electricity and are far more aggressive than typical creatures, Monstrosity still feels like the better fit in my opinion.

Sorry for the late upload, got carried away with other projects and work this week. I will make sure my next post will be on time next time. Hopefully each of you reading and staying up to date are enjoying this little series! Until next time!









