Swarm of Lemures (5e Creature)

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Swarm of Lemures[edit]

Huge swarm of Medium fiends (devil), lawful evil


Armor Class 8
Hit Points 52 (7d12 + 7)
Speed 15 ft.


STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 12 (+1) 1 (-5) 11 (+0) 3 (-4)

Saving Throws Wis +2
Proficiency Bonus +2
Damage Resistances cold; bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 10
Languages understands Infernal but can't speak
Challenge 2 (450 XP)


Devil's Sight. Magical darkness doesn't impede the swarm's darkvision.

Hellish Rejuvenation. A swarm that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

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 lemure. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Fists. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (3d6 + 4) bludgeoning damage, or 7 (1d6 + 4) bludgeoning damage if the swarm has half of its hit points or fewer.


When the repugnant lemures gather, they may form a swarm of shifting, hideous devils. At times, the lemures seem to merge into each other, then split apart again.

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