False Appearance. While the swarm remains motionless, it is
indistinguishable from normal stones.
Shift and Tumble. As a bonus action, the swarm can push a
prone creature whose space it occupies 5 feet.
Shifting Floor. Whenever the swarm moves into a creature’s
space or starts its turn in another creature’s space, that other
creature must make a successful DC 13 Dexterity saving throw
or fall prone. A prone creature must make a successful DC 13
Dexterity (Acrobatics) check to stand up in a space occupied
by the swarm.
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
large enough for a Tiny stone. The swarm can’t regain hit
points or gain temporary hit points.
Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half its hit points or fewer.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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