The swarm can't regain hit points or. It is not the rules, because then the rules would say that the players picks the cr and the dm picks what animals are summoned, and they dont. It has far enough drawbacks to make it reasonable, even if it's powerful.
A Swarm That Can Fly At A Good Clip And Is Smarter Than Most Swarms, So It Can Understand Slightly More Complex Commands.
• one beast of challenge rating 2 or lower. +3 to hit, reach 0 ft., one target in the swarm's space Drag the monster out of the journal.
Roll Initiative For The Summoned Creatures As A Group, Which Has Its Own Turns.
Eight beasts of challenge rating 1/4 or lower. Unattended magic items in the swarm’s space at the end of the swarm’s turn have their effects suppressed for 1 minute. They obey any verbal commands that you issue to them no action required by you.
A Swarm That’s Good In Dim Light, Or In Darkness In Tight Quarters.
A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. For the first step, you'd go to the collections tab and set up rollable tables for the various biomes and weight them as you like. This means that conjure animals is a great spell and you should strongly consider this spell for your character.
This Is Important Because It Allows You To Summon Creatures In The Middle Of Combat.
Keep in mind that the dm gets the final say on what animals get summoned, you just get to choose the cr. They obey any verbal commands that you issue to them (no action required by you). Four beasts of challenge rating 1/2 or lower.