Gargantuan Swarm of Medium undead, Unaligned
Armor Class 20 Natural Armor
Hit Points 1009 (100d20)
Speed
STR
18 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws STR +11, DEX +10, CON +12, INT +11, WIS +10, CHA +11
Damage Vulnerabilities Fire, Lightning
Damage Resistances Cold, Poison
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Prone, Restrained
Senses Passive Perception 20
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

GRIM TERROR
5th-level (Blood) necromancy (Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: Self (30 feet)
Components: S, M (your own blood, from a wound)
Duration: Concentration, up to 1 minute.
Your blood projects a grisly image of primal terror. Each creature other than you within 30 feet of you must make a Wisdom saving throw. On a failed save, it takes 3d10 psychic damage and becomes frightened of you for the duration. On a successful saving throw, it takes half as much damage and isn't frightened. While a creature is frightened by the spell it is incapacitated, it can't move, and all attacks made against it have advantage. It makes a Wisdom saving throw at the end of each of its turns. On a successful saving throw, it is no longer frightened by the spell. The spell fails if you don't have blood If you have less than half of your hit points remaining, you can choose to have the spell extend out to 45 feet instead of 30 feet. This spell has no effect on constructs and undead.

DELUSION OF FEAR
9th-level enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (some graveyard dirt)
Duration: Instantaneous
You put your hand on a target's head and attempt to warp their mind into seeing the demise of their life and future, endlessly repeating in new failures. The target must make a Wisdom saving throw or fall unconscious, trapped in their own mind until they die.
If the target dies while under this effect and if it has a soul, its soul is similarly trapped in an endless cycle of fearing life, caught between this world and the next, and will not be willing to be resurrected.
After at least one minute, if the target is contacted by telepathy or met between worlds by a true friend, it can repeat the saving throw against this spell, ending the effect on a success. On a failure, it perceives the contact to be part of its delusion, and it can't attempt the save again for 24 hours. Otherwise, only a wish spell can remedy this coma.

FALLEN ANGEL'S TOUCH
6th-level conjuration
Classes: Cleric, Warlock
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a white feather burned at the edges and quenched in blood) Duration: Instantaneous
You reach out to a creature within range and summon a mighty angelic arm and hand, once enacting peace and hope, but now a source of fear and wickedness. Make a melee spell attack against a creature you can see within range. On a hit, the creature takes 6d10 necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, it is also blinded and deafened. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.

Bonus Actions

BLOOD MOON
10th-level transmutation
Classes: Druid, Wizard
Casters: 6
Casting Time: 6 days
Range: Sight
Components: V, S, M (the head of a demon lord sunken with
the blood of each caster into a grail forged from metal of
the targeted moon, the contents of which the spell
consumes in a red vortex)
Duration: Instantaneous
During the casting of this spell, you inscribe a six pointed star of at least Huge size on the ground, with each caster performing the rest of the spell's casting on a point. The grail sits in the middle. If a caster or the grail ever moves or is moved from a point, the spell fails. This spell must be cast so that the final night is a full moon that directly shines onto the star and grail. When the casting is complete, the moon darkens to blood red Spells that would bring someone back to life automatically fail. If true resurrection is cast, the caster can make a spellcasting ability check against the highest DC of the casters of this spell, succeeding in the resurrection on a success. Additionally, spells and effects that animate or create undead can create twice as many when cast. If a person dies under the blood moon, their soul is trapped on this world until the spell is ended. Their body and the bodies of all creatures don't decay upon death. Finally, you and each other caster gain the ability to take the Veil of the Moon bonus action. When you take it, you can teleport up to 120 feet to an unoccupied space you can see that is in moonlight.
While in effect, the regular turn of the cosmos stops: the moon holds in its position and the sun doesn't rise. This spell can be ended by knocking over the grail, spilling out the red vortex, or if the grail is moved outside of the star. The grail has 5 AC and any melee hit knocks it over.

Reactions

AGONIZE
4th-level (Blood) necromancy (Artificer, Cleric, Druid,
Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You wrack one creature that you can see within range with agonizing magical pain. The target must succeed on a Constitution saving throw or else become stunned for the duration. It repeats the saving throw at the end of each of its turns, ending the spell on a success. When a creature that has blood and less than half of it's hit points fails the saving throw, it takes ld6 psychic damage. This damage can't reduce it below 1 hit point. Creatures that can't be charmed have advantage on the saving throw. This spell has no effect on constructs and undead.

Legendary Actions

BEND BLOOD
5th-level (Blood) necromancy (Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a marionette crossbar)
Duration: Concentration, up to 1 minute
You attempt to puppet the body of a creature that you can see within range by magically controlling its blood. The target must succeed on a Constitution saving throw or else become afflicted by the spell for the duration and restrained until the start of its next turn. It repeats the saving throw at the end of each of its turns. On a success, it is no longer afflicted by the spell Once a creature has succeeded on the Constitution saving throw, it can't be afflicted again by this casting of the spell. At the start of each of a creature's turns while it is afflicted by the spell it must make a Strength saving throw. On a failure, it is paralyzed until the start of its next turn. Alternatively, instead of making it paralyzed, you can choose to control its movement on its next turn and make it use its action on that turn to attack a target of your choice, with disadvantage on its attack rolls and moving at half of its speed On a success, it is restrained until the start of its next turn and nothing else. Until the spell ends, you can use an action on your turn to try to afflict a new target that you can see within range. The last target stops being afflicted by the spell and the new target must make the initial saving throw. This spell has no effect on creatures that don't have blood and creatures that can't be paralyzed.

Mythic Actions

BLOODY STORM
3rd-level conjuration
Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a large glass vial)
Duration: 1 day
You create a whirling mass of clouds and red lightning, like a bloody storm, inside a glass blown container. A creature can throw the container as an action, using its Strength or Dexterity modifier and with proficiency if it is proficient in simple weapons. On a hit, the target creature must make a Constitution saving throw or lose 6d12 hit points due to the storm sapping its blood out, and the target is blinded by the blood-filled clouds until the end of its next turn when they. dissipate. On a success, a target loses half as much hit points and isn't blinded If a creature misses the attack, the container shatters 10 feet behind the target of the attack if it would hit the ground or another object. A 5 foot cube of storms erupts where it shattered, which linger until the start of the throwing creature's next turn. If any creature walks into the cube, it must make the same Constitution saving throw, or lose health as if it had been hit and blinded until the storm fades, or lose half as much on a success.

Monster Tags: NPC

Habitat: Swamp

THE_FEARLESS_POLYKON

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