Monster
Swarm of Sunflies
Outside your table’s allowed sources
Official reference · MPP · 2014
- Creature type
- Celestial
- Size
- Medium
- Armor class
- 13
- Hit points
- 22 (5d8)
- Speed
- Walk 10 ft., Fly 40 ft.
- Challenge rating
- 1
- Alignment
- Chaotic Good
- Strength
- 6
- Dexterity
- 17
- Constitution
- 10
- Intelligence
- 4
- Wisdom
- 10
- Charisma
- 6
- Passive Perception
- 10
- Languages
- understands Celestial but can't speak
Traits
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 dragonfly. The swarm can't regain hit points or gain temporary hit points.
Actions
Stings
Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (3d4 + 3) piercing damage, or 5 (1d4 + 3) piercing damage if the swarm has half of its hit points or fewer. Additionally, if the swarm is on an Outer Plane, it injects the target with a toxin, the effect of which is determined by the swarm's location:
Upper Plane
The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the invisible condition has no effect on it.
Neutral Plane
If the target is concentrating on a spell or similar effect, it loses its concentration.
Lower Plane
The target's speed is reduced by 10 feet until the end of its next turn.
Dazzling Lights (Recharge 6)
The swarm shines its lights in a dazzling display. Each creature within 15 feet of the swarm must succeed on a DC 10 Constitution saving throw or have the stunned condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus actions
Illumination
The swarm sheds bright light in a 15-foot radius and dim light for an additional 15 feet, or it uses a bonus action to extinguish the light.