Death Scent. When a frostfly dies, it releases a scent that can be detected up to a mile away. Nearby swarms will quickly make their way to their fallen companion, in search of potential prey.
Stingers. Each creature in the swarms space must make a DC15 dexterity saving throw, taking 9 (2d8) piercing damage and 9 (2d8) cold damage on a success, or half as much on a failure.
Frigid Air. Any creature that starts it's turn in the swarms space must succeed on a DC 15 Constitution save or take 7 (2d6) cold damage.
Ball. The frostflies attempt to completely envelop a large or smaller creature, forming a tight ball around it. The target must succeed on a DC15 dexterity saving throw or become restrained by the swarm. A restrained creature is unable to breathe and will begin to suffocate. At the start of each of it's turns, a restrained creature must make a DC15 constitution saving throw, taking 28 (8d6) cold damage on a failure, or half as much on a success. A restrained creature can escape with a DC 15 strength check.
A swarm that is restraining a creature cannot use it's stinger or frigid air abilities.
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