Medium aberration, Lawful Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 76 (17d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning; piercing; slashing |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned |
| Senses | darkvision 30 ft., passive Perception 10 |
| Languages | telepathy 30 ft. |
| Challenge | 5 |
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Melee Attack Roll: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer, plus 22 (5d8) psychic damage.
As long as it has more than half of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command, comprehend languages, detect thoughts
1 each/day: confusion, dominate monster
Medium beast, Lawful Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 36 (8d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning; piercing; slashing |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned |
| Senses | darkvision 30 ft., passive Perception 10 |
| Languages | telepathy 30 ft. |
| Challenge | 5 |
As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5 to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.
Melee Attack Roll: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:
At will: command, comprehend languages, detect thoughts
1 each/day: confusion, dominate monster