Trait
Razgruppa (annoying group in the Thiey're language)- Thiey're fight as a single entity, their Spellcasting, Saves, and DC are always equal to 1/2 the number of Thiey're in an encounter. They only start an encounter if there is at least 20 Thiey're in the group. To cast a spell there must be enough thiey're to equal the spell level, each additional thiey're will add to the casting level. ie 4th level spell, minimum 4 thiey're to cast it 10 thiey're cast the spell as a level 10.
Spellcasting.
Each thiey're in an encounter has one of each of these spell prepared. And can cast it once without the need for any COMPONENTS, they count as psionic, and use thier minds to cast all spells. as such during an enounter they remain perfectly still to concentrate on their spells.
The thiey're have following spells prepared:
Cantrips (at will): Poison Spray, Minor Illusion, Gust, Chill Touch, Vicious Mockery
2nd level Detect Thoughts
2nd level Blindness/Deafness
3rd level Bestow Curse
3rd level Tongues
4th level Confusion
4th level Phantasmal Killer
5th level Dream
8th level Antimagic Field
8th level Feeblemind
8th level Mind Blank
9th level Weird
Actions. Thiey're have no actions besides spell casting.
Thiey're have no physical abilities, and hide inside walls and other intimate objects, as such they are only discernible with a perception check (DC equal to the number of thiey're or a natural twenty), fairy fire will highlight them, but not the objects they are hiding in.
Reactions
Death Curse
upon death they cause psychic damage to the creature that killed them, causing 1d6 points of psychic damage.
Legendary Action:
If there are more than 20 thier're in an encounter, once per encounter the group can cast:
Rasplenny o'kazobsluz: (minimum thiey're 20)while channeling this spell, the only actions their opponents can take are to retreat, or sleep. Any attempt at any-other action will be interrupted after they indicate what they are going to do, if the action was a hostile action they take full damage of the action as if it was a critical. Save DC is Wisdom equal to the number of Thiey're in the casting. If saved, prior to any action, the opponent will be informed of what is happening, and can inform the rest of their party for free. all other communications and chatter are silenced.
Description
Description
these creatures are a type of fey, that are very tiny. They have weak full figured humanoid bodies, with skin that comes in Red, Green, or Blue. Their hair is usually an opposite color to their skin tone.
red = light blue hair, blue = yellow, green = pink
Their hair is usually very messy and stands up away from their bodies. However some of the blue ones will wear white hats to cover them. If they wear clothing it is usually just pants or a dress for apparently Female ones, however their are some which mimic human dress patterns.
Thiey're live either in mushroom forests, or urban environments, they have a fondness for abandoned multi tenant dwellings, with a large amount of broken furniture lying around, they make their homes out of these items, and eat fungus and mushrooms. They avoid any other intelligence, and will only attack if you enter their communities.
Lair and Lair Actions
Thiey're live in large communities hidden in old abandoned buildings, or deep in forests living in mushrooms or decaying trees. They eat only fungus. However if an animal dies in near their communities they have special fungus spores which will convert dead creatures into fungus. However the calcium and metal objects will be untouched by the fungus. As such larger Thiey're communities can be hordes of valuable treasures. These treasures however are coated in deadly fungus which can consume most living things. if a creature other than the thiey're touch this fungus it puffs out spores with in 20 feet. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 +the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.
along with thiey're only fungus monsters can be found, for obvious reasons. These are gas spores, shiekers, and violet fungus.
note: this is what happens when my D&D group have been drinking rum all night long and making joke meme characters.