| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 15 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +9 |
| WIS | 19 | +4 | +4 |
| CHA | 14 | +2 | +2 |
Swarm Mastery. Verrin can telepathically communicate with any insect or swarm of insects within 300 feet, issuing detailed commands. The swarms act immediately on his instructions and are fanatically loyal to him.
Chitin Armor. Verrin’s body is partially encased in living beetle shells that harden into armor. While conscious, this armor grants him a +2 bonus to AC. The shells hiss and click when struck, releasing faint trails of green mist.
Insect Cloud (Recharge 5–6). As a bonus action, Verrin releases a 20-foot-radius cloud of flying insects that heavily obscures the area for 1 minute. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or take 2d8 piercing damage. The cloud moves with Verrin and disperses early in strong wind.
Summon Swarm (1/day). Verrin magically summons 1d4 Swarms of Insects (beetles, spiders, or centipedes) that appear within 30 feet of him. These swarms act immediately after his turn, obeying his verbal or telepathic commands.
Rotting Aura. The area within 10 feet of Verrin reeks of decay. Plants wilt, meat spoils, and small creatures avoid the stench. Any creature that starts its turn within this aura must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn.
Multiattack. Verrin makes two Sting Staff attacks, or he casts a spell and commands one of his swarms to attack.
Sting Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) poison damage. On a failed DC 14 Constitution saving throw, the target is poisoned until the end of its next turn. The staff’s tip writhes with chitinous tendrils that inject venom drawn from Verrin’s swarm.
Summon Brood (Recharge 6). Verrin raises his staff and calls forth a mass of crawling insects. All creatures of his choice within 15 feet must make a DC 15 Dexterity saving throw or take 4d8 piercing damage and have their speed reduced by 10 feet until the end of their next turn as the insects cling and bite.
Infest Flesh (2/day). Verrin points at one creature within 30 feet. Swarms of tiny beetles burrow into the target’s flesh. The target must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a success. If the target fails by 5 or more, it is also frightened until the end of Verrin’s next turn.
Command the Swarm. As a bonus action, Verrin issues a single mental command to any allied swarms within 300 feet. They can move up to 30 feet and make a single attack immediately.
Swarm Shift. Verrin dissolves into a swirling mass of insects, reappearing in an unoccupied space he can see within 30 feet. When he does, creatures within 5 feet of where he vanished must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) piercing damage. He re-forms in humanoid shape at the destination.
Hive Instinct. Verrin channels his hive link, allowing one allied swarm within 30 feet to make an immediate attack or move up to its speed without provoking opportunity attacks.
Carapace Reinforcement (Recharge 4–6). Verrin hardens the chitinous plates on his body, granting himself resistance to bludgeoning, piercing, and slashing damage until the start of his next turn. During this time, the beetles covering him glow with a sickly green hue.
Whisper to the Crawlers. Verrin whispers in an ancient druidic tongue, awakening nearby insects. One swarm of insects of Verrin’s choice within 60 feet regains 10 hit points as tiny larvae crawl from the earth to join it.
Chitinous Reflex. When Verrin is hit by a melee attack, he can reflexively command the beetles covering his body to harden. He gains a +3 bonus to AC against that attack, potentially turning the hit into a miss.
Protect the Hive. When a creature targets one of Verrin’s swarms within 30 feet with an attack, Verrin can redirect the insects’ rage. The swarm immediately makes a melee attack against the attacker if it is within range.
Burst of the Brood. When Verrin takes damage from a melee attack, he can cause a small portion of his swarm to erupt outward. The attacker must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of its next turn.
Echo Through the Hive (Recharge 5–6). When Verrin fails a saving throw, he can disperse part of his consciousness into his swarm, gaining advantage on the roll. When he does, one swarm of insects under his control immediately takes 10 damage as part of his mind burns through them.
Verrin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Verrin regains spent legendary actions at the start of his turn.
1. Whisper Through the Hive. Verrin sends a mental command through his swarm. One swarm of insects under his control can move up to its speed and make one attack.
2. Crawling Darkness (Costs 2 Actions). The ground in a 15-foot radius around Verrin begins to writhe with insects. The area becomes difficult terrain until the start of Verrin’s next turn. Any creature that starts its turn in the area takes 5 (1d10) piercing damage.
3. Infested Burst (Costs 2 Actions). Verrin releases a violent surge of chittering beetles from his robes. Each creature of his choice within 10 feet must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) piercing damage and be poisoned until the end of Verrin’s next turn.
4. Chitin Regeneration (Costs 3 Actions). Verrin’s beetles swarm over his wounds, sealing them with hardened shells. He regains 15 (3d8 + 2) hit points.
5. Manifest the Broodmother (Costs 3 Actions, 1/day). Verrin channels the will of the ancient insect goddess he serves, creating a spectral image of a colossal queen insect behind him. Each creature of Verrin’s choice within 30 feet must make a DC 16 Wisdom saving throw or be frightened until the end of its next turn. While this effect lasts, Verrin’s staff attacks deal an extra 1d8 poison damage.
Verrin can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time, and only at the end of another creature’s turn. Verrin regains spent mythic actions at the start of his turn.
1. Swarm Eruption. A torrent of insects bursts from Verrin’s body. Each creature of his choice within 20 feet must make a DC 16 Dexterity saving throw or take 18 (4d8) piercing damage and be restrained by swarming bugs until the end of Verrin’s next turn.
2. Consume the Fallen (Costs 2 Actions). Verrin sends his swarm to devour corpses and dying creatures within 30 feet. Each corpse or unconscious creature is instantly consumed, restoring Verrin 10 hit points per creature destroyed this way.
3. Hive Rebirth (Costs 2 Actions). Verrin splits into two massive insect swarms occupying his space. Until the start of his next turn, any damage he takes is split evenly between him and the swarms.
4. Plague of the Broodmother (Costs 3 Actions). Verrin calls upon the divine will of the buried insect goddess he serves. A massive spectral insect queen manifests above him, releasing a wave of toxic spores. All creatures of Verrin’s choice within 40 feet must make a DC 17 Constitution saving throw or take 27 (6d8) poison damage and be blinded until the end of their next turn.
5. Endless Crawlers (Recharge 6). Thousands of newborn insects spill from Verrin’s body. Three new Swarms of Insects appear in unoccupied spaces within 20 feet of him and act immediately after his turn, obeying his commands.
Description
Personality. Verrin is methodical, patient, and unnervingly calm — much like the creatures he commands. He views all life as part of the great cycle of decay and renewal, believing that rot is nature’s truest form of order. He rarely raises his voice; when he speaks, it’s in a low, rasping whisper, as if a thousand tiny mandibles echo his words.
Appearance. Once human, Verrin’s body is now a grotesque fusion of flesh and insect. His skin has hardened into patches of dark chitin, his eyes shimmer with green multifaceted light, and beetles crawl across his arms like living jewelry. A ragged robe stitched with spider silk hangs from his frame, and his staff hums with the droning of hornet wings.
Behavior. Verrin never fights alone. Wherever he treads, the ground stirs with life — ants, flies, and centipedes obey his mental call. In battle, he moves with eerie precision, using swarms as extensions of his own body to strike, defend, and distract. Between fights, he often murmurs softly to the bugs around him, referring to them as his “children.”
Lair. Verrin’s lair is an ancient, overgrown ruin deep in a decaying forest. The air buzzes constantly, thick with insect wings and the smell of earth and rot. Webs stretch between the walls, and the walls themselves pulse faintly with hives embedded in stone. At the heart of the lair sits his “Hive Altar” — a pulsating cocoon that connects him to his swarm network.
Motivations. Verrin seeks to expand the dominion of the swarm across the natural world. He sees civilization as a blight, and decay as the cure. His ultimate goal is to awaken the “Mother Below,” a titanic insect goddess buried beneath the world, whose whispers drive him to madness.
Tactics. Verrin uses his swarms to surround and suffocate enemies. He focuses on isolating weaker foes, overwhelming them, then moving the swarm to consume the next. When threatened, he retreats into insect form using Swarm Shift, vanishing into cracks or undergrowth only to reappear behind his prey.
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.