Swarm of Lemures

Monster Manual (2025) p. 194

Tamaño
Grande
Tipo
fiend (devil)
Alineamiento
legal malvado
CA
12
Iniciativa
-1
Puntos de golpe
45 (6d10+12)
Velocidad
walk 40 ft.
Resistencias
bludgeoning, cold, piercing, slashing
Inmunidades
fire, poison
Inmunidad a estados
charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Sentidos
darkvision 120 ft. (unimpeded by magical darkness)
Percepción pasiva
11
Idiomas
understands Infernal but can't speak
Desafío
3
Linaje
Lemure
Entorno
planar (nine hells)
FUE
14
+2
DES
7
−2
CON
14
+2
INT
1
−5
SAB
12
+1
CAR
3
−4

Rasgos

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.

Acciones

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.

Otros datos

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.