Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Habitat: Planar (Nine Hells); Treasure: None

When devils drive hosts of lemures into close proximity or when lemures compress into a single mass, a swarm forms and adopts a unified mind.


Lemures

The least of all devils, lemures arise from wicked souls, their mortal memories scoured away. Only vague limbs and anguished features jut from these slurries of infernal proto-matter.

Traits

Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell 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 an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Multiattack. The swarm makes two Vile Slime attacks.

Vile Slime. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Poison damage, or 9 (2d6 + 2) Poison damage if the swarm is Bloodied.


Swarm of Lemures

Large Swarm of Medium Fiends (Devil), Lawful Evil
  • Armor Class 12
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft.
  • Initiative +-2 (8)
STR
14 (2)
DEX
7 (-2)
CON
14 (2)
INT
1 (-5)
WIS
12 (1)
CHA
3 (-4)
  • Saving Throws Str +0, Dex -2, Con +2, Int -5, Wis +1, Cha -4
  • Damage Resistance Bludgeoning, Cold, Piercing, Slashing
  • Damage Immunities Fire, Poison
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 11
  • Languages Understands Infernal but can't speak
  • Challenge 3 (700 XP)
  • Habitat Planar (Nine Hells)
  • Treasure None
  • Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in [[1d10]] (1d10) days unless it is killed by a creature under the effects of a *Bless* spell 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 an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions


  • Multiattack. The swarm makes two Vile Slime attacks.
  • Vile Slime. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: (2d8 + 2) Poison damage.
  • Vile Slime (Bloodied). Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: (2d6 + 2) Poison damage.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×