Large Monstrosity, Chaotic Evil
Armor Class 17 Natural armor
Hit Points 114 (15d10 + 30)
Speed 20 ft., Fly 60 ft.
STR
16 (+3)
DEX
20 (+5)
CON
14 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws WIS +5
Skills Perception +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Senses Blindsight 60 ft., Passive Perception 12
Languages Common, Undercommon --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Echolocation. The swarmlord can't use its blindsight while deafened.

Keen Hearing. The swarmlord has advantage on Wisdom (Perception) checks that rely on hearing.

Drain Blood.(4/Day) When the swarmlord hits with its bite attack it can deal an additional 12(3d8) necrotic damage. The swarmlord then regains a number of hitpoints equal to the necrotic damage dealt. 

Flyby. The bat doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Light Hypersensitivity. If the swarmlord is in any sort of light it takes 10 radiant damage at the start of its turn.

Actions

Multiattack. The Swarmlord can use its bite once, and its glaive twice.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 5) piercing damage.

Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3) slashing damage plus 6 (2d6) necrotic damage.

 

Bonus Actions

Master of Swarms (1/Day).  As a bonus action the Swarmlord summons 2 (1d4) Swarms of Bats with the following changes:

  • Each swarm has 32 hp
  • The swarm has resistance to necrotic damage
  • The swarms bite deals (4d4) necrotic damage, (2d4 at half health) which then heals the swarmlord, akin to the drain blood trait.

Monster Tags: Misc Creature

Habitat: ForestUnderdark

Tactical_sarcasm

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