Nurgling-Type Swarm
A giggling disease swarm that should not be funny but is.
Threat File — Nurgling-Type Swarm
TR 3 · Daemons & Warp EntitiesSaves: Toughness +4
Daemonic Mites. The swarm does not make Morale checks, cannot be Suppressed, and is immune to fear, poison, and disease. Attacks that affect an area deal double damage to it; single-target attacks deal half damage.
Cloud of Filth. Creatures inside or adjacent to the swarm make a Toughness Save DC 11 at the end of each of their turns or sicken, suffering Disadvantage on attacks until cleansed. Wounds taken near the swarm resist healing until cleansed.
Underfoot Everywhere. The swarm's space and 5 feet around it count as difficult, fouled ground.
Tide of Bites. Melee Attack: +4 to hit, reach 0 ft., every creature in the swarm's space. Hit: 1d4 toxic damage. The damage is small; the infection is the point.
Gleeful Swarm-Over. The swarm engulfs one Prone or Pinned creature in its space, which makes a Toughness Save DC 11 or is Blinded and sickened until it escapes the swarm's space.
Morale: Does not make Morale checks, only enthusiasm (daemonic nature). The swarm pops, splatters, and giggles until dispersed, and its dispersal is itself a contamination event.
Tactics: Use them to foul the ground the party wants and slow the retreat they will need — nurglings tarry, cling to boots, and get into rations and wounds. Their damage is a rounding error and their diseases are not. Flame and area weapons solve them at the cost of noise and time.
Loot / Evidence / Hooks: Nothing worth taking survives contact; everything the swarm touched — rations, water, dressings — is now a vector and must be burned.
Enemy Dossier
GM ReferenceA Nurgling-Type Swarm is a giggling tide of miniature plague daemons that should not be funny and is, right up until the wounds go septic. It is comic relief with a mortality rate.
Use this enemy as screening chaff for Nurgle forces, ambient horror in blighted sites, or the low-stakes fight that quietly contaminates everyone.
Swarm durability, weak individual attacks, disease on every bite, terrain fouling, morale erosion through sheer awfulness, immune to fear and Suppression, banished in bursts.
Daemonic Mites. The swarm does not check morale and cannot be Suppressed; area attacks hurt it, precision mostly does not.
Cloud of Filth. Enemies inside or adjacent to the swarm risk sickness each round; their wounds resist healing until cleansed.
Tide of Bites. Attacks every creature inside the swarm's space; the damage is small, the infection is the point.
Underfoot Everywhere. The swarm's space and 5 feet around it count as difficult, fouled ground.
Gleeful Swarm-Over. Engulfs one prone or Pinned creature, which saves or is blinded and sickened until it escapes.
Morale: No morale, only enthusiasm; the swarm pops, splatters, and giggles until dispersed, and its dispersal is itself a contamination event.
Tactics: Use them to foul the ground the party wants and slow the retreat they will need. Nurglings tarry, cling to boots, and get into rations and wounds — their damage is a rounding error and their diseases are not. Flame and area weapons solve them at the cost of noise and time.
Full Stat Block Priority: Low