Spirit Swarm
Gargantuan Swarm of Medium Undead, Typically Neutral Evil
- Armor Class 13
- Hit Points 162 (12d20 + 36)
- Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 17 (+3) 16 (+3) 12 (+1) 14 (+2) 17 (+3)
- Damage Resistances acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder
- Damage Immunities necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
- Senses darkvision 60 ft., passive Perception 12
- Languages —
- Challenge 8 (3,900 XP)
Proficiency Bonus +3
Ethereal Sight. The swarm can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any object as if it was difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The swarm can't regain hit points or gain temporary hit points, apart from through its Soul Vortex ability.
Spectral Veil. The spaces the swarm occupies are heavily obscured for creatures other than the swarm, any creature within those spaces can only see the swarm.
Actions
Desiccating Touch. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 39 (8d8 + 3) necrotic damage, or 21 (4d8 + 3) necrotic damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The swarm enters the Ethereal Plane from the Material Plane, or vice versa. Its Spectral Veil is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-Undead creature within 60 feet of the swarm that can see its Spectral Veil must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the swarm is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the swarm's Horrifying Visage for the next 24 hours.
Soul Vortex (Recharge 5-6). The swarm violently moves like a raging storm, tearing at the souls of creatures. Each non-Undead creature that is within the swarm's space must make a DC 14 Charisma saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one. The creature's hit point maximum is also reduced by the same amount. A creature dies if this effect reduces its hit point maximum to 0, as its soul rises as a spirit to join the swarm, and the swarm regains 22 (5d8) hit points. This reduction lasts until the target finishes a long rest.
Spirit Swarm
Ghosts, specters, wraiths, spirits of all foul natures bound in undeath by strong negative emotions, and often dangerous simply on their own. Rarely these spirits can gather together, sometimes due to an incursion of negative energy or a mass tragedy, and form a swarm that travels the material plane and the ethereal plane like a deluge. The swarm is so turbulent with spirits that neither light nor hope can break through, each spirit within also constantly shifting forms from humanoid-like shapes, to forms like grasping hands and screaming skulls. Fuelled by the swirling emotions, a spirit swarm is filled with an intense hate of
all life, and it will stop at nothing to destroy all that it crosses paths with.
Undead Nature. A spirit swarm
doesn’t require air, food, drink, or sleep.

