Harbingers of the Waning Court. Direflies infest locales where the dark fey roam and eventually build hives within trees and mortals alike. These alien insects are slightly larger than a hornet, clad in blood-red chitin with jaundice light seeping from their abdomen. Upon close inspection, the mouths behind prominent mandibles are almost human complete with tiny teeth.
Overwhelming Infestation. Swarms of direflies cannot exist long on prime material planes without a home. They need to carve out hives and produce noxious blood honey for sustenance. First direflies bore honeycombs into dying trees. When a Waning Cult forms in the local populace the strongest swarms find new homes in these madmen. They slice out honeycomb structures in the supplicant’s flesh and bone. Once an area is corrupted enough direflies bore into innocent victims next.
Maddening Whisperer. Instead of the typical buzz insects produce a swarm of direflies emits a chorus of baleful murmurings. The echo of a swarms’ voices lend an eerie , sinister air to the woods they inhabit, and up close the jumble of words begin to make sense to the listeners. When exposed to the whispers for too long a mortal’s sanity begins to fray at the edges.
Swarm of Direflies
Medium swarm of tiny beasts, unaligned
Fly 30ft (hover)
Illumination.
The swarm sheds dim light in a radius of 30 feet.
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 creature. The swarm cannot regain hit points or gain temporary hit points.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (4d4) piercing damage or 5(4d4) piercing damage if the swarm is at half hit points or below.
Whispered Maledictions (Recharge 6).
Target creature in the same space the swarm occupies is overwhelmed with murmured curses, profanities, and prophecies. The creature makes a DC 11 Charisma Saving throw, taking 10(3d6) psychic damage and has disadvantage on all attack rolls and ability checks until the end of its next turn. On success, the creature takes half damage and does not have disadvantage.
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