Illumination. While it has at least 1 hit point, the swarm sheds dim light in a 10-foot radius.
Unusual Nature. The swarm doesn’t require air or sleep.
Immobilizing Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium astral blight. The swarm can’t regain hit points or gain temporary hit points. The swarm reduces the movement of any creature 1 or more sizes smaller than it to 0 while sharing their space.
Strength of the Swarm. If the swarm has half of its hit points or fewer, the DC of its effects falls to 15.
Multiattack. The swarm uses its Heat-Draining Vine attack two times.
Heat-Draining Vine. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) radiant damage, or 6 (1d6 + 3) radiant damage if the swarm has half of its hit points or fewer, and a Large or smaller target is Grappled (escape DC 19). Until this grapple ends, the target takes 14 (4d6) cold damage at the start of each of its turns, or 7 (2d6) cold damage if the swarm has half of its hit points or fewer.
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