Devil's Sight. Magical darkness doesn't impede the swarms darkvision.
Fiery Weapons. the swarms weapon attacks are magical. When they hits with any weapon, the weapon deals an extra 360 (80d8) fire damage (included in the weapon attacks below).
group casting. when the swarm casted a spell the swarm casts the spell 10 times instead of one at one
Innate Spellcasting. the swarms innate spellcasting ability is Charisma (spell save DC 26). they can innately casuhe following spells, requiring no material components:
At will: alter self (can become a group of large of medium creatures when changing there appearance), detect evil and good, fireball, invisibility (self only), wall of fire
30/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (30/Day). lf the swarm fails a saving throw, they can choose to succeed instead.
Magic Resistance. the swarm has advantage on saving throws against spells and other magical effects.
Regeneration. the swarm regains 200 hit points at the start of there turn. If they take radiant damage, this trait doesn't function at the start of there next turn. the swarm dies only if they start there turn with 0 hit points and don't regenerate.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a large archdevils. gain temporary hit points.
Multiattack. the swarm attacks twenty times with there longswords or with there javelins. they can substitute Horrid Touch for one of there attacks.
Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 160 (20d8 + 80) slashing damage, or 180 (20d10 + 80) slashing damage if used with two hands, plus 360 (80d8) fire damage.
javelin. Melee or Ranged Weapon Attack:+ 16 to hit, range 30/120 ft., one target. Hit: 140 (20d6 + 80) piercing damage plus 360 (80d8) fire damage.
Horrid Touch (Recharge 4-5-6). Melee Weapon Attack:+ 16 to hit, reach 10 ft., one target. Hit: 400 (80d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the ef· feet on itself on a success.
Teleport. the swarm magically teleports, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see.
the swarm can take 30 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. the swarm regains spent legendary actions at the start of there turn.
Immolating Gaze (Costs 20 Actions). the swarm turns they magical gaze toward one creature they can see within 120 feet of there and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 220 (44d10) fire damage.
Teleport (Costs 10 Actions). Zariel uses her Teleport action.
Description
this was made as a request from howlors
Lair and Lair Actions
the swarms lair
the swarm makes there lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevils. The stronghold, covering fifty square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions. On initiative count 20 (losing initiative ties), the swarm can take a lair action to cause one of the following effects: they can't use the same effect two rounds in a row:
- the swarm casts major image fourty times at its lowest level, targeting different areas with the spell. the swarm prefers to create images of intruders' loved ones being burned alive. the swarm doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- the swarm casts there innate [Tooltip Not Found].
Regional Effects. The region containing the swarms lair is warped by there magic, which creates one or more of the following effects:
- The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
- Once every 6 feet within 1 mile of the lair, 10-foothigh gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.
- The area within 2 miles, but no closer than 5000 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.
If the swarm dies, these effects fade over the course of ld10 days.
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Posted Dec 1, 2018what next?
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Posted Dec 2, 2018i'm working on it
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Posted Dec 4, 2018Ooh
what about a swarm of swarm of Tarrasque
essentially a swarm of Tarrasque x10
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Posted Dec 4, 2018the swarm of Tarrasques was taken down
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Posted Dec 4, 2018https://www.dndbeyond.com/monsters/195927-swarm-of-swarms-of-tarrasques
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Posted Dec 5, 2018dead
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Posted Dec 27, 2018I voted up everything. you are the coolest dude on this site. you understand the value of pure unbeatable chaos. for instance....
https://www.dndbeyond.com/monsters/221816-undyne-the-undying
#lovesenpai
#JK
#all your stuff did get an upvote though.
#overuse of hashtags.
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Posted Sep 6, 2022What the heck am I even reading? XD
Did Zariel just used Wish for more copies of herself?
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Posted Jun 2, 2024Can we get a Swarm of Asmodeuses next please?