Swarm of Lemures
Monster Manual (2025) p. 194
- Size
- Large
- Type
- fiend (devil)
- Alignment
- lawful evil
- AC
- 12
- Initiative
- -1
- Hit Points
- 45 (6d10+12)
- Speed
- walk 40 ft.
- Resistances
- bludgeoning, cold, piercing, slashing
- 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
- Lineage
- Lemure
- Environment
- planar (nine hells)
Traits
Proficiency Bonus
+2
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.
Other data
description
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.
Swarm of Lemures: 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.