Swarm of Quasits

Medium swarm of Tiny fiends (demon, shapechanger), chaotic evil

Armor Class 15 (studded leather armor)
Hit Points 65 (10d8 + 20)
Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Skills Stealth +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 4 (1,100 xp)

SPECIAL TRAITS

  • Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quasit. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

  • Invisibility. The swarm magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the creatures in the swarm wear or carry becomes invisible with it.
  • Scare (1/Day). One creature of the swarm’s choice within 20 feet of it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A frightened creature that can see the swarm has disadvantage on the saving throw.
  • Tiny Swords. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 11 (2d6 + 4) piercing damage or 7 (1d6 + 4) piercing damage if the swarm has less than half of its hit point maximum. In addition, the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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