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Swarm of Lemures

Large fiend (devil), Lawful Evil

Armor Class 12

Hit Points 45 (6d10 + 12)

Speed 40 ft.

STR 14 (+2)
DEX 7 (-2)
CON 14 (+2)
INT 1 (-5)
WIS 12 (+1)
CHA 3 (-4)

Damage Resistances bludgeoning, cold, piercing, slashing

Damage Immunities fire, poison

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned

Senses Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), passive Perception 11

Languages understands Infernal but can't speak

Challenge 3

Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Multiattack. The swarm makes two Vile Slime attacks.

Vile Slime. m +4, reach 5 ft. Hit: 11 (2d8 + 2) Poison damage, or 9 (2d6 + 2) Poison damage if the swarm is Bloodied.

Source

Monster Manual (2024), p. 194