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Herald of Iv (Swarm)




Dozens of skeletal hands crawl over one another, all eager to overwhelm their victim and them apart until only a fresh pair of fleshless extremities is ready to join the swarm. Close inspection of the stark white bones reveals primordial sigils scratched into each phalange which stretch and move in a pale mirroring of flexing muscles when the swarm is on the go.

Eldritch Couriers: The core of each Herald of Iv is the hands of those who struck bargains with the inscrutable Croupier of Iv and reneged on their half of the uncanny deal. These foolish mortals were strangled by their very own hands, now strange entities instead of a mere body part. After the victim dies the skeletal hands skitter from their cage, the skin and meat blooming open like a flower. From there they join a Herald of Iv swarm or start their own. These strange collections hand-deliver what goods the Croupier of Iv promised and carry off whatever horrible item the elder evil demands as payment. They are also outer entity’s conduit onto the material plane, writing out contracts, doctrines and warlock tomes with ink and quill. Sometimes they also fall under the purview of a dedicated servant of the Croupier of Iv to aid their dark designs.

Herald of Iv

Medium swarm of tiny undead, lawful evil

Armor Class 12 (natural armor)

Hit Points 36 (8d8)

Speed 30ft

Climb 30ft

Str 16 Dex 13 Con 10 Int 2 Wis 7 Cha 4

Damage Reistances bludgeoning, piercing, slashing; poison, necrotic

Condition Immunities harmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 8

Languages Understands no languages, but can write in all languages

Challenge 1 (200 XP)

Blood Sense

The swarm can sense living creatures that have blood or similar vital fluids within 60ft.

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 hand. The swarm can't regain hit points or gain temporary hit points.

Actions

Clawing

Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hit points or fewer. The creature must make a DC 12 Charisma save, on failure for the next minute whenever the creature makes an attack roll or saving throw the creature must roll a d4 and subtract that number from the attack roll or saving throw.

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