Large swarm of Tiny elementals, lawful evil
Armor Class 17 (natural armor)
Hit Points 170 (20d10 + 60)
Speed 5 ft., fly 40 ft. (hover)
|3 (-4)||21 (+5)||16 (+3)||20 (+5)||18 (+4)||23 (+6)|
Saving Throws Dex +10, Con +8, Wis +9, Cha +11
Skills Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11
Damage Vulnerabilities cold
Damage Immunities fire, poison; bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 19
Languages Common, Draconic, Infernal, Primordial
Challenge 15 (13,000 XP)
- Elemental Swarm. The Insatiable One can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect.
- Magic Resistance. The Insatiable One has advantage on saving throws against spells and other magical effects.
- Innate Spellcasting. The Insatiable One’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Insatiable One can innately cast the following spells, requiring no material components:
- At will: fire bolt, poison spray
- 3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness
- 1/day each: bestow curse, contagion, harm, insect plague, fireball
- Inhabit. The Insatiable One can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. The Insatiable One can abandon the body as an action. Attacks against the host deal half damage to the Insatiable One as well, but the Insatiable One’s resistances and immunities still apply against this damage. If the Insatiable One inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. In a living victim, the Insatiable One can control the victim’s movement and actions as if using dominate monster (save DC 19) on the victim. The Insatiable One can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while the Insatiable One inhabits its body, and the Insatiable One regains hit points equal to the damage dealt. When inhabiting a body, the Insatiable One can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by the Insatiable One crawls with the forms of the insects inside. The Insatiable One can hide this telltale sign with a Charisma (Deception) check against a viewer’s passive Insight. A greater restoration spell or comparable magic forces the Insatiable One to abandon the host.
- Smoke Shroud. The Insatiable One is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than the Insatiable One. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn.
- Bites. Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if the Insatiable One has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Smoke Jump. The Insatiable One can travel instantly to a space in sight where there’s smoke.
- Whirlwind (Recharge 4-6). Each creature in the Insatiable One’s space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from the Insatiable One in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.