Hit Points of Giant Insect

The description of Giant Insect says

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

In Giant Insect lacks typical text, unlike other similar "transform" spells (e.g., Polymorph):

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form.

In this case, do I understand correctly that for this transformation all these points are invalid? I’m confused by the beginning and ending of spell, because then Giant Scorpion gets Hit Poins of common Scorpion on start, and vice versa on end. Or this part of the text implied in "The GM has the statistics for these creatures…"?

Giant Insect and Ranger’s Companion

In the Players Handbook I noticed Giant Insect spell. Everything is clear with text, although the non-standardized wording is a little embarrassing. However, I was interested in the presence of Spider and Scorpion in arthropods list (I will further mention only the Scorpion), since they can be Beastmaster’s pets. It looks like interesting function, but in this case intersect two very unique override texts (Giant Insect spell and Ranger’s Companion skill), from which many questions arise.

Giant Insect

[…]

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. […]

  1. Im correct that the transorm form isn’t "true form" of creature, and the Giant Scorpion still remains Ranger’s Companion with all the bonuses? In fact, the Scorpion only has replaced Statistics and all other buffs/effects remain?
  2. In Giant Insect lacks typical text, unlike other similar "transform" spells:
    The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form.
    In this case, do I understand correctly that for this transformation all these points are invalid? I’m only confused by the beginning, because then the Giant Scorpion gets Hit Poins of common Scorpion, or this part of the text implied in "The GM has the statistics for these creatures…"?
  3. Ranger’s Companion text and the Giant Insect text contain a unique override rules of acting. These rules are override or mashup with each other? In case of override, then Giant Insect begins to follow the rules of the Ranger’s Companion, or vice verse?
    Correct my interpretation if I’m wrong. Rules do not contradict each other, and hence mash up. The companion gains the same initiative as the player (Ranger’s Companion), but acts on the player’s turn (Giant Insect). Both the spell and the companion rules allow me to control the Giant Scorpion, but in case of spell the commands could be interpreted by GM, and now GM’s jurisdiction is limited to the need to accurately execute my commands. However, now the Giant Scorpion can not perform any actions except Dodge if I don’t order command with my action.
  4. The question is purely formal. Logic suggests that the word act is explained here:
    ...and resolves their actions and movement
    But the term itself is very confusing. I do understand correctly that the word "act" in context means "actions", "bonus actions" and "move" together? Or this term completely free for DM interpretations?
  5. Additional question. If we agree that act is all activity and that interpretation in the third paragraph is correct, what happens if we mounted Giant Scorpion as independent mount? I understand correctly that the Giant Scorpion turn separately from us, gets its turn with our Initiative, but will act on our turn? Im correct that in this way we get a "controlled" mount in fact (Actually independent, but which moves on our turn according to our commands), which will not be limited in actions among other things (Only by the rules of the companion, and if they are not there, then any actions are available)?

Are the insects from Insect Plague spell affected by other damaging spells?

Are the locusts created by the Insect Plague spell affected by other spells like Fireball, Cloudkill, Abi-Dalzim’s Horrid Wilting or similar spells? By similar spells I mean spells that deal damage on an area greater or equal than the 20-foot-radius sphere of the Insect Plague spell.

The Insect Plague spell does not describe the locusts as a creature (as a Swarm of Insects, for example) nor gives HP or clues on how damage them. I strongly believe that if someone throws a Fireball inside this swarm some effect would arise, which will be different by the effect provided by an Ice Storm or by a Cloudkill: I find the wording of Insect Plague quite ambiguous.


This question is an offspring of this one: the comments give some insights about the presented issue, but I think the topic deserves a full answer.

Cloudkill plus Insect Plague – What do the players see?

I am preparing an encounter of my players against a drow priestess of Lolth, a drow mage, and several regular drow and giant spiders. As the drow have been forewarned, they set up an ambush: The priestess cast Insect Plague on a spot 20 feet away from the entrance, and the mage cast Cloudkill on exactly the same spot. (I assume the insects aren’t natural and don’t get killed by the poison cloud). The regular drow and giant spiders stand behind the poison/insect cloud when viewed from the entrance.

Assuming the players arrive just after those spells have been cast, and before the Cloudkill starts moving, what would they see? The Cloudkill area is "heavily obscured", the Insect Plague area is "lightly obscured". Do they just see a green fog filled with insects on the first square after the entrance, while the drow and spiders behind the clouds are invisible? Or does the green fog hide even the insects? Once the Cloudkill area moved away, can the players see the drow and spiders through the lightly obscured Insect Plague?

What level should this homebrew spell be? (Conjure Insect Swarm)

I’m attempting to design a spell. I think I have the base mechanics mostly covered, I just need to determine what level this spell might be to be balanced.

Primary Question: What level should this homebrew spell be, and why? If you can reference other spells or rules from official source books to back up your answer, that would be helpful.

Commentary: The idea is that this spell can get you a weak, less-stable summon. The fact that it is concentration lets the caster break the spell early if things go south (eg. the insects start attacking the caster’s allies).


Conjure Insect Swarm

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 hour

Description

You summon a Swarm of Insects. The swarm is unnaturally hostile to all creatures, and has no sense of self-preservation.

The DM takes control of the Swarm of Insects. They roll initiative for the summoned insects, which has its own turns. The DM has the swarm’s statistics.

The swarm dissipates and the insects become uninterested when the spell ends.

How can I bring an insect back to life 5 times per long rest with the least investment of levels?

I wanna use the Chronicle of the Raven Queen invocation but I don’t wanna leave all the cockroaches, silverfish, and hydrazoa I interrogate dead afterwards (I realize I could take Beast Speach instead, but I don’t wanna). What do I need to multiclass and for how many levels to be able to bring the insects I question back to life after I kill them? They don’t need to be dead for more than a single round.

I want to do this ASAP in terms of levels. 4 levels of Warlock with the Pact of the Tome, the Raven Queen patron, and the Chronicle of the Raven Queen invocation are non-negotiable. Everything else (including race and background, if needed) is available. Magic Items are fine, but be aware of the levels required before I can likely get the party to track one down: Uncommon or Common magic items will be trivial to track down, but a rare item will take me about 5 levels, a very rare 11, and a legendary 14. Consumables are also okay, but I’m only getting like 1 per level on average and getting a legendary consumable isn’t very likely to ever happen before I’m already 20th level.

Can you cast Insect Plague into another room with and/or without scrying? [duplicate]

This question already has an answer here:

  • Is it possible to attack enemies through a scrying sensor? 4 answers
  • Can a concentration spell be cast without actually concentrating on it for an “instant” effect? 2 answers

So there’s a potential scenario coming up in my game. I’ve “accidentally” given my players a very fortifiable position that could make a cakewalk of a rather grueling fight if they think to use it. It’s a small jail with a heavy, sturdy door they could block themselves in with. I have this idea that one of the enemy spellcasters could cast Insect Plague into their room, since he’s familiar with that area and the spell doesn’t have to be a “point you can see” but instead a “point you choose within range”. I’d use this as a tool to force them out of this location and hopefully provide a more interesting fight.

Since it’s a conjuration spell, I imagine that it summons the insects FROM that point, so the rule on page 204 of the PHB that says “you need a clear path to your target” doesn’t seem like it would apply… Would it?

To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

The wording of that makes me think that the wall would block the spell. If that’s the case, this caster also has access to a magic item that gives him the ability to cast the Scrying spell. Since he’d know they’re in this jail, he could spawn the sensor inside, then have line of sight to cast Insect Plague.

There’s a problem here, though, because Scrying and Insect Plague both require concentration. Would it still be possible for him to cast Insect Plague, but just immediately break concentration on scrying, or would this be impossible?

Can I use the insects created by the Insect Cloud from the Staff of Swarming Insects to cast “Giant Insect?”

The Staff of Swarming Insects (DMG, pp 203) allows you to :

Spend an action…to cause a swarm of harmless flying insects to spread out in a 30’foot radius from you.

It also allows you to cast Giant Insect, which states:

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration.

Could the wasps be generated from the “harmless flying insects”? Or is “harmless” the key word here?

It also has states this on targets:

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Otherwise, Giant Insect is really situational and dependent on those insect types being around!