Medium Swarm of Tiny fiends, Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 44 (8d10)
Speed 20 ft., Climb 20 ft.
STR
4 (-3)
DEX
13 (+1)
CON
10 (+0)
INT
2 (-4)
WIS
6 (-2)
CHA
4 (-3)
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 10 ft., Passive Perception 8
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Eerie Glow. The bloodspider swarm glows with a very dim and eerie blood red glow, providing dim illumination within 5ft, and conferring disadvantage on stealth checks in darkness.

Bloodfueled. If the bloodspider swarm deals damage to a living creature that has blood or other such vital fluids with its Bite attack, it gains a Blood counter which can be consumed to use certain actions. Constructs, undead, incorporeal creatures, and other similar creature which lack blood or vital fluids do not provide a Blood counter when damaged.

Semiliquid Anatomy. Bloodspiders are formed of animated blood and vital fluids which makes them immune to mundane physical damage, and resistant to physical damage from magical sources.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 piercing damage, and the swarm gains a Blood counter, if appropriate. This attack counts as magical.

Empowered Bite (1 Blood counter). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) necrotic damage and the target must make a DC 11 Constitution saving throw or become stunned until the end of their next turn. This attack counts as magical.

Split (3 Blood counters). The swarm produces a copy of itself in the nearest space.

Detonate (4 Blood counters). The swarm dies, exploding in a shower of burning, necrotic blood. All creatures within 10 ft of it must make a DC 14 Dexterity saving throw or suffer 25 (3d12 + 6) necrotic damage, taking half damage on a success. If a creature is currently sharing a space with the swarm, it makes this saving throw at disadvantage.

zyl0x

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