Gargantuan Swarm of Tiny fiends, Chaotic Evil
Armor Class 19 Unnatural Cohesion
Hit Points 310 (20d20 + 100)
Speed
STR
20 (+5)
DEX
22 (+6)
CON
20 (+5)
INT
8 (-1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +12, CON +11, WIS +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Necrotic, Poison
Senses Passive Perception 13
Languages understands Abyssal but cannot speak
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

 

 

Swarm Nature
The swarm can occupy another creature’s space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm cannot regain hit points or gain temporary hit points.

Living Darkness
The swarm cannot willingly enter areas of bright natural daylight.
If exposed to bright magical light, the swarm takes 20 radiant damage at the start of each of its turns.
While in dim light or darkness, the swarm has advantage on attack rolls and Dexterity saving throws.

Light Sensitivity
While in bright nonmagical light (such as torches or lanterns), the swarm has disadvantage on attack rolls and ability checks.

Abyssal Terror
Creatures that start their turn within 20 feet of the swarm must succeed on a DC 18 Wisdom saving throw or be frightened until the start of their next turn.

Magic Resistance
The swarm has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The swarm makes two Rend of a Thousand Claws attacks, each attack applys to every creature in the swarm’s space.

Rend of a Thousand Claws

Melee Weapon Attack: +12 to hit, reach 0 ft., one creature in the swarm’s space.
Hit: 28 (6d6 + 6) slashing damage plus 18 (4d8) necrotic damage.

If the swarm is reduced to half its hit points or fewer, this damage is halved.

Bonus Actions

BONUS ACTIONS

Smothering Mass (Recharge 5–6)

The swarm engulfs all creatures in its space. Each creature must succeed on a DC 18 Constitution saving throw or be restrained and blinded until the end of its next turn.

Creatures restrained this way take 10 (3d6) necrotic damage at the start of their next turn.

Reactions

Drown the Light

When a creature within 30 feet ignites or produces a nonmagical light source, the swarm may attempt to extinguish it. The creature must succeed on a DC 18 Constitution saving throw or the light source is extinguished.

Magical light is unaffected by this reaction.

Legendary Actions

LEGENDARY ACTIONS DESCRIPTION

The Abyssal Night Swarm 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. The swarm regains spent legendary actions at the start of its turn.

Shift

The swarm moves up to half its speed without provoking opportunity attacks.

Claw Surge

The swarm makes one Rend of a Thousand Claws attack.

Eclipse Pulse (Costs 2 Actions)

Dim light within 30 feet becomes darkness until the start of the swarm’s next turn. Nonmagical light sources flicker violently.

Mythic Actions

MYTHIC ACTIONS DESCRIPTION (Optional — Use If You Want It Truly Terrifying)

If the Abyssal Night Swarm is reduced to 0 hit points in darkness, it instead collapses into a vortex of screaming shadow and reforms with 150 hit points at the start of its next turn unless exposed to bright magical light.

Once this transformation occurs, the swarm gains the following Mythic Action options:

Mythic Action: Abyssal Torrent

All creatures within 20 feet must succeed on a DC 18 Dexterity saving throw or take 36 (8d8) necrotic damage and be knocked prone.

Mythic Action: Shadow Split

The swarm briefly divides into two Medium swarms that act immediately, each making one Rend attack before merging again at the end of the round.

The encounter is considered CR 21 if the mythic trait is used.

Description

The Abyssal Night Swarm is a roiling mass of whispering shadow forms—claws, fanged maws, and flickering abyssal eyes phasing in and out of cohesion. It moves like smoke but strikes like a tidal surge of razors. The swarm does not enter natural daylight and recoils from divine or magical illumination. It is most often unleashed at night in narrow streets, alleyways, or enclosed courtyards where darkness gathers.

The swarm exists to terrorize, scatter, and consume—not to duel. It hunts in motion and withdraws when light overwhelms it.

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.

Monster Tags: Misc CreatureDemon

dagonvein

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