Adaptations. Depending on the environment of the swarm they will have different abilities and certain flowers they disguise as. Roll a d8 to determine the environment of the swarm.
1 (Arctic). Immunity to cold damage. At Will: Ice Knife
Aura of the Blizzard. Any creature that starts its turn within 30 feet of the swarm must make a DC 17 Constitution saving throw or take 8 (1d12) cold damage and have their speed reduced by 10 until their next save, on a success they take have and their speed is not reduced.
1/day: Cone of Cold
2 (Costal). Immunity to lightning and thunder damage. At Will: Thunderwave
Amphibious. The Swarm can breathe both air and water. 1/day: Chain Lightning
3 (Desert). Immunity to fire damage. At Will: Burning Hands
Fire Absorption. Whenever the Swarm is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
1/day: Fireball (6th level)
4 (Forest). Resistance to damage from non-magical attacks. At Will: Faerie Fire
Regeneration. The Swarm regains 10 hit points at the start of its turns if it has at least 1 hit point.
1/day: Armor of Agathys (6th level)
5 (Grassland). Immunity to psychic damage. At Will: Hex
Incorporeal Movement. The Swarm can move through other creatures and objects as if they were difficult terrain. Any creature or object the Swarm ends its turn in takes 5 (1d8) force damage.
1/day: Wall of Force
6 (Hill). Immunity to poison damage. At Will: Ray of Sickness
Poison Gas (Recharge 6). The Swarm releases an invisible gas out around it in 30 foot radius. Each creature must make a DC 17 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much on a success.
1/day: Harm
7 (Mountain). A creature must make a DC 20 Wisdom (insight) check in order to determine that something is there, if the creature has been attacked by the Swarm they have advantage on the check. At Will: Shield
Invisibility. The Swarm is invisible.
Soundless Movement. The Swarm makes no sound while moving.
1/day: Greater Invisibility, Hallucinatory Terrain
8 (Swamp). Immunity to acid damage. At Will: Chaos Bolt (Acid)
Amphibious. The Swarm can breathe both air and water.
Stench. Any creature that starts its turn within 10 feet of the Swarm must make a DC 17 Constitution saving throw or be poisoned until the start of the creature's next turn. If the saving throw fails by 5 or more, the creature takes 13 (2d10) necrotic damage. On a successful save the creature is immune to the Swarm's stench for 1 hour.
1/day: Disintegrate
Amaranthine Larvae. When an Swarm stings a creature, they infect them their larvae. If the larvae are not removed within 24 hours, the larvae hatch and begin making their way to the host's brain. Over the course of 1 hour, the creature begins experiencing feverish symptoms. Every 5 minutes, there is a 5% chance for the creature to take 3 (1d4) necrotic damage, every minute that passes the chance increases by 5%. When the creature takes the damage they can make a DC 14 Wisdom (insight) check to discern their folly. The larvae can be removed via a Remove Curse spell or similar effect. For every larvae within the creature, they take an extra 1d4 necrotic damage.
False Appearance. While the Swarm remains motionless, it is indistinguishable from a field of flowers.
Prickling Flower. While it is still, the Swarm can make a sting attack against a creature that touches it. If the attack hits, the creature can make a DC 18 Wisdom (insight) check to detect the Amaranthine, otherwise it believes they were simply prickled by a thorn. Also the creature takes no damage.
Magic Resistance. The Swarm has advantage on saving throws against spells and other magical effects.
Mystical Swarm. The Swarm can occupy other creatures' space and vise versa, and the swarm can move through any opening large enough for an Amaranthine Deceptor. The Swarm can regain hit points and gain temporary hit points.
Innate Spellcasting. The Swarm's innate spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). The Swarm can cast the following spells, requiring no material components.
At Will: (See the Adaptation Trait (All Environment spells are first level slots)
3/day each: Heat Metal, Giant Insect(An Amaranthine Deceptor becomes giant), Pass Without a Trace
1/day each: (See the Adaptation Trait), Contagion, Eyebite
Multiattack. The Swarm makes two sting attacks.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (3d4 + 3) piercing damage, and the target must make a DC 17 Constitution saving throw, on a fail the target is infested by 2d4 Amaranthine Larvae.
Storm of Stings (Recharge 6). All creatures within the Swarm's space must make a DC 17 Dexterity saving throw. On a failure, a creature takes 25 (10d4) piercing damage and is infested by 5d4 Amaranthine Larvae. On a success the target takes half damage and is not infested with Larvae.
Description
Amaranthine Deceptors are rarely solitary creatures and often gather in swarms to better survive, mixing their innate magic abilities to gain greater abilities. Swarms in different environments adapt in different ways to better survive, taking on the traits of those environments. Either becoming one with the climate, weather, or gaining certain abilities to avoid possible dangers and better hunt. Swarms most often ambush creatures by hiding in flower fields, though sometimes they go out in search for prey.
Garden Guardians. Amaranthine Deceptor Swarms are often raised or simply used to protect treasures. But in some cases they can be trained to work as assassins and infiltrators. Some Swarms even seek out powerful creatures to serve under for protection. Due to their nature, Swarms are extremely loyal and rarely if ever betray their master, making them wonderful servants.
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