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)
STR
14
+2
DEX
7
−2
CON
14
+2
INT
1
−5
WIS
12
+1
CHA
3
−4

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.