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 bat. The swarm can't regain hit points or gain temporary hit points.
Countless Abortion. At the start of Ancestors' Vendetta turn, they must roll a 1d10, on the number rolled the Ancestors' Vendetta is healed by that type of damage until the end of their next turn.
- Poison
- Acid
- Fire
- Cold
- Radiant
- Necrotic
- Lightning
- Thunder
- Force
- Psychic
Necrotic Shot. A burst of necrotic is made form the center of the swarm barreling towards once creature that they can see. The creature must make a DC 15 Constitution save or take 6d4 Necrotic damage on a failed save and half as much on a successful save.
Multiattack. Ancestors' Vendetta can make two Claw attacks.
Claws of the Many. Melee Weapon Attack: +7 to hit, reach 0 ft., Three target. Hit: 12 (4d4 + 2) Magical Slashing damage.
Lair and Lair Actions
Deep within the bowels of a desecrated crypt, lies the souls of those that has been un-rightly disturbed.
Lair Actions
On initiative count 20 (losing initiative ties), Ancestors' Vendetta takes a lair action to cause one of the following effects; Ancestors' Vendetta can’t use the same effect two rounds in a row:
- The Ancestors can cast the Telekinesis spell without the need of concentration and material components.
- A Thick Fog rolls form the center of the swarm, filling up a 60 ft. cube. Any and all ranged attacks are made with disadvantage. This Fog
- A 5 foot aura of ethereal sorrow exudes from the destroyed coffins in the room. Individuals who are within the aura must succeed a DC 16 Wisdom saving throw. Upon failure they take one point of exhaustion. If they succeed, they will become immune to the effect for one minute.
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