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Archival Swarm in Dungeons & Dragons 5e

Archival Swarm

Tiny arcane construct, swarm, lawful good
Armor Class
Hit Points
Speed 10ft Fly: 60ft Hover: 30ft

STR
3 -4
DEX
15 +2
CON
10 0
INT
20 +5
WIS
17 +3
CHA
6 -2

Saving Throws Dexterity 1d20+4 , Intelligence 1d20+7
Skills Arcana 1d20+7 , History 1d20+7 , Nature 1d20+7 , Religion 1d20+7 , Perception 1d20+5
Damage Vulnerabilities Fire, Water, Piercing, Slashing
Damage Resistances Bludgeoning, Air, Cold
Damage Immunities Poison, Necrotic, and Psychic
Condition Immunities Charmed, Frightened, Poisoned, Exhausted, Deafened, and Blinded
Languages Can read, write, and understand all known languages- but can't speak except by unfolding itself and displaying text on its form
Challenge ?


Swarm. Archival Swarms can occupy another creature's space, and can move through any opening large enough for a piece of paper; the swarm can't regain hit points or gain temporary hit points.   Swarm Mentality. Archival Swarms have advantage on melee attacks made against a target whose space they occupy.   Magic Resistance. Archival Swarms have advantage on saving throws against spells and other magical effects.


Actions

Papercut. Melee Weapon Attack: 1d20+2 to hit; The Swarm targets one creature it can see within 5 feet and moves into their space. On a hit, the target takes 3d6 slashing damage and their speed is reduced to 0 until the start of the Swarm's next turn.   Hypnotic Pattern. Radial Spell: Acting in unison, the Swarm creates a twisting pattern in the air. Each creature within a 10 foot radius must make a DC 15 Wisdom Saving Throw. On a failure the targets become charmed until the start of the Swarm's next turn. Charmed targets cannot act against the swarm.   Silent Secret. Ranged Spell Attack: 1d20+3 to hit; The Swarm targets one creature it can see within 10 feet that has a brain. The target takes 1d8+3 psychic damage and must succeed on a DC 15 Wisdom Saving Throw. On a failure, the target is unable to speak or cast spells that require verbal components until the start of the Swarm's next turn.   Devour Intellect. Ranged Spell Attack: 1d20+3 to hit; The Swarm targets one creature it can see within 10 feet that has a brain. The target must succeed on a DC 15 Intelligence Saving Throw take 2d10+3 psychic damage. On a failure 3d6 . If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0 and the target is stunned until it regains at least one point.


 

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