dave2008
Legend
Vargouille Swarm
Gargantuan swarm of tiny fiends, chaotic evil
Armor Class 12
Hit Points 262 (21d20 + 42; bloodied 131)
Speed 5 ft., fly 40 ft.
Skills Acrobatics +7. Perception +13
Damage Resistances cold, fire, lightning; bludgeoning piercing and slashing
Damage Immunities poison
Condition Immunities poisoned; see Swarm Resistance
Senses darkvision 60 ft., passive Perception 8
Languages understands Abyssal, Infernal, and any language it knew before becoming a vargouille but can’t speak
Challenge 19 (22,000 XP) Proficiency Bonus +6
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 vargouille. If the swarm is reduced to 188 hit points or less change its size to Huge and it loses one use of its legendary actions. If the swarm is reduced to 125 hit points or less change its size to Large and it loses an additional use of its legendary actions. If the swarm is reduced to 63 hit points or less, , choose: 1) replace the swarm with five vargouilles in unoccupied spaces within the former area of the swarm, or 2) keep the current statistics, but remove the Swarm Resistance trait.
Swarm Reactions. The swarm does not have reactions. Whenever a creature moves inside the space of the swarm or out of the space of the swarm, the swarm makes one bite or kiss attack with advantage targeting the triggering creature.
Swarm Resistance. The swarm has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the swarm can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.
Swarm Tactics. The swarm has advantage on attack rolls and saving throws against a creature if it is occupying the same space as the swarm.
Swarm Vulnerabilities. The swarm takes double damage from any attack that have an area of effect.
ACTIONS
Multiattack. The swarm makes five attacks. Any combination of bite, kiss, and stunning shriek.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.
Kiss. The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 19 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2 it dies, and its head tears from its bofy and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 19 Wisdom saving throw or be frightened until the end of the target’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effects ends for it, the target is immune to the Stunning Shriek of al vargouilles for 1 hour.
LEGENDARY ACTIONS
The swarm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The swarm regains spent legendary actions at the start of its turn.
Multiattack. The swarm makes five attacks. Any combination of bite, kiss, and stunning shriek.
Move. The swarm moves up to 10 feet.
Coordinate Shriek (Costs 3 Actions). The swarm makes a stunning shriek attack with an increased range of 60 feet and targets have disadvantage on the saving throw.
Gargantuan swarm of tiny fiends, chaotic evil
Armor Class 12
Hit Points 262 (21d20 + 42; bloodied 131)
Speed 5 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
6 (-2) | 14 (+2) | 14 (+2) | 4 (-3) | 7 (-2) | 2 (-4) |
Skills Acrobatics +7. Perception +13
Damage Resistances cold, fire, lightning; bludgeoning piercing and slashing
Damage Immunities poison
Condition Immunities poisoned; see Swarm Resistance
Senses darkvision 60 ft., passive Perception 8
Languages understands Abyssal, Infernal, and any language it knew before becoming a vargouille but can’t speak
Challenge 19 (22,000 XP) Proficiency Bonus +6
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 vargouille. If the swarm is reduced to 188 hit points or less change its size to Huge and it loses one use of its legendary actions. If the swarm is reduced to 125 hit points or less change its size to Large and it loses an additional use of its legendary actions. If the swarm is reduced to 63 hit points or less, , choose: 1) replace the swarm with five vargouilles in unoccupied spaces within the former area of the swarm, or 2) keep the current statistics, but remove the Swarm Resistance trait.
Swarm Reactions. The swarm does not have reactions. Whenever a creature moves inside the space of the swarm or out of the space of the swarm, the swarm makes one bite or kiss attack with advantage targeting the triggering creature.
Swarm Resistance. The swarm has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the swarm can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.
Swarm Tactics. The swarm has advantage on attack rolls and saving throws against a creature if it is occupying the same space as the swarm.
Swarm Vulnerabilities. The swarm takes double damage from any attack that have an area of effect.
ACTIONS
Multiattack. The swarm makes five attacks. Any combination of bite, kiss, and stunning shriek.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.
Kiss. The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 19 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2 it dies, and its head tears from its bofy and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 19 Wisdom saving throw or be frightened until the end of the target’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effects ends for it, the target is immune to the Stunning Shriek of al vargouilles for 1 hour.
LEGENDARY ACTIONS
The swarm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The swarm regains spent legendary actions at the start of its turn.
Multiattack. The swarm makes five attacks. Any combination of bite, kiss, and stunning shriek.
Move. The swarm moves up to 10 feet.
Coordinate Shriek (Costs 3 Actions). The swarm makes a stunning shriek attack with an increased range of 60 feet and targets have disadvantage on the saving throw.
Last edited: