Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a mite. The swarm can't regain hit points or gain temporary hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 15ft., one target.
Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half hit points or fewer. and 7 (2d6) poison damage. The target must succeed on a DC 11 Constitution saving throw. Becoming slowed as if by the slow spell for 1 minute on a failure, or taking half the poison damage on a success. An affected creature can attempt the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target rolls a natural 20 when making their initial saving throw, they are instead affected by the haste spell for 1 minute.
Description
Chronomites are arachnids about the size of a pinky nail that are found in forests and swamps. Though they can carry disease like other mites, Chronomites are more dangerous because of their strange, otherworldly poison.
When a creature is bitten by a chronomite, their movements slow drastically (even magically), making them vulnerable to other predators. Many natural hunters in these locations single out victims of chronomite poison as easy meals.
This is a swarm of chronomites, however, and predators know to steer clear of a chronomite swarm as it usually leads to certain death.
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