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The Blood Boulder Pebble Swarm

The Blood Boulder Pebble Swarm in DCC opens with a lie. Its camouflage grants a +10 to hide checks in rocky or forested terrain, so the first anyone knows of it is the slam. That slam is not a single target attack. It resolves against everything inside a 20 by 20 foot area, and parties consistently misjudge the footprint, clustering exactly where they should not.

The trap underneath is the damage math. Non-area attacks deal only half damage to the swarm. A fighter with a good weapon and a full attack routine is, mechanically, tickling it. The engagement drags, the swarm keeps landing area slams, and the group loses a war of attrition against a pile of rocks because they refused to change tools.

Area-of-effect handles it. Anything that hits a region rather than a body deals full damage, which turns a grinding fight into a short one. The costly choice is whether the party notices in time or spends four rounds proving that steel is the wrong answer.

At the table: When the melee crowd rolls their third full-damage-halved hit, have the swarm slam their tight formation, then let the caster’s fireball land for full. The contrast teaches faster than any hint.

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