Swarm of Tainted Shardlings (5e Creature)
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Swarm of Tainted Shardlings
Medium swarm of Tiny elementals (shardling), chaotic evil
Skills Arcana +8, History +8
Innate Spellcasting (Psionics). The swarm's innate spellcasting ability is Intelligence (spell save DC 14, +6 to spell attacks). The swarm can cast the following spells innately, requiring no material components:
At will: blur, chill touch, light, mage hand (the hand is invisible), meld into stone, minor illusion, suggestion, tongues
Immutable Form. The swarm is immune to any spell or effect that would alter its form.
Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.
Sense Thoughts. The swarm senses thoughts within 120 feet of it at will. This trait otherwise works like the detect thoughts spell but isn't itself magical.
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 shardling. The swarm can't regain hit points or gain temporary hit points.
Multiattack. The swarm makes two attacks: one with its slash and one with its Dark Beam.
Slash. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (2d6 + 3) slashing damage, or 6 (1d6 + 3) slashing damage if the swarm has half its hit points or fewer.
Dark Beam. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) necrotic damage.
A swarm of shardlings with the Tainted Shardling template applied to it. The majestic swarms of flying black crystals that mark the presence of a swarm of tainted shardlings is truly a sight to behold, though best observed from a safe distance. With psionic powers powered by negative energy, they fly and weave, leaving behind a trail of destruction.
Elemental Nature. A swarm of tainted shardlings doesn't require air, food, drink, or sleep.