Monster
Swarm of Sorrowfish
Outside your table’s allowed sources
Official reference · CRCotN · 2014
- Creature type
- Aberration
- Size
- Medium
- Armor class
- 14
- Hit points
- 104 (16d8 + 32)
- Speed
- Swim 30 ft.
- Challenge rating
- 6
- Alignment
- Unaligned
- Strength
- 16
- Dexterity
- 19
- Constitution
- 14
- Intelligence
- 1
- Wisdom
- 11
- Charisma
- 3
- Passive Perception
- 10
- Senses
- blindsight 60 ft. (blind beyond this radius)
- Resistances
- bludgeoning, piercing, slashing
- Immunities
- psychic
- Condition Immunities
- charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Traits
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening as narrow as 1 foot wide. The swarm can't regain hit points or gain temporary hit points.
Virulent Sorrow
Each time the swarm takes damage, any creature within 5 feet of it must make a DC 13 Wisdom saving throw. On a failed saving throw, the creature suffers the following effects until the end of its next turn: it has disadvantage on its attack rolls, it can't take reactions, and its speed is halved.
The swarm can breathe only underwater.
Actions
Swarm of Bites
Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hit points or fewer.
Desolate Drain (Recharge 5–6)
Each creature in the swarm's space must make a DC 13 Wisdom saving throw. On a failed saving throw, a creature takes 24 (7d6) psychic damage and is stunned until the end of its next turn. The effect ends on a creature if the swarm moves out of the creature's space or if another creature within 5 feet of the swarm uses an action to make a DC 14 Strength check, pulling the affected creature out of the swarm on a successful check. On a successful saving throw, a creature takes half as much damage and suffers no other effects.