Easily mistaken for a cloud of moths, these fluttering horrors are in truth patches of humanoid skin imbued with foul magic and unfathomable instinct. The bulk of the pilfered epidermis comprises each abomination’s wings while dangling strips of meat make up the legs and clusters of gristle each creature’s eyes. The grisly hunks do not decompose, nor are they undead creatures. Instead, they are a mere conduit for Laticus’ never-ending quest to free all from the prisons of their flesh.
Spell Eaters: While the tiny horrors that make up the Laticus’ Shears imitated insects they do not feed on honey or rot. The swarm consumes magic and sanity keep itself going. Whenever a spell is directed at the swarm the shears’ hunger tethers back to the caster and seeks out arcane energy on which to feast. Many a wizard has had their defenses falter at a critical time because of this. Though, those arcanists still fared better than their peers who had no continuous spells going at the time and the shear swarm fed off of their psyche instead.
Mouthless Terrors: The blasphemous energy that keeps these scraps of skin afloat didn’t grant them mouths with which to speak. Nor does the fluttering of the flesh produce much sound on its own. Nevertheless, a discordant buzz echoes about the Laticus’ Shears due to this very same fell power. So antithetical is this sound to terrestrial life that it flenses away skin and meat down to the bone of a creature trapped within the swarm. Bits of the dying creature inevitably join unholy flight around it.
Laticus' Shears
Medium swarm of tiny abberations, choatic evil
Fly 30ft (hover)
Str 6 Dex 14 Con 14 Int 4 Wis 14 Cha 3
Senses darkvision 120ft, passive Perception 12
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 can't regain hit points or gain temporary hit points.
Unweaving
If the swarm makes a successful saving throw against a spell, or a spell attack misses it, the caster of the spell must immediately make a DC 12 Constitution save, any concentration spell they are currently maintaining ending on a failure. If the creature fails the save and is not maintaining a concentration spell then it takes psychic damage equal to the spell level of the spell the swarm saved against. There are no effects on a successful save.
Actions
Multiattack
The swarm may make a caress attack and a flensing vibration ability as one action.Caress
Melee Weapon Attack: +4 to hit, reach 0ft., one target in the swarm's space. Hit: 3 (1d6) poison damage. In addition, the creature must make a DC 12 Constitution save or be poisoned until the end of its next turn.
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