Moongrit’s name comes from its luminescent, silvery quality only visible at night. Unfortunately, nighttime is when the cloud of minuscule elementals becomes active and scour the countryside leaving destruction and the undead in their wake. As the sun rises the chaotic precipitates gently drift to the ground, looking like an unassuming patch of white sand. However, it is not the night and day cycle which dictates a swarm of moongrit’s state but rather a lack of sunlight as many a hapless dungeon delver has learned.
Lich’s Miscreation: Legend holds that an astrologer turned lich created the moongrit to propagate his undead host. This holds a ring of truth given the swarm’s dormant state under sunlight. Even more so when one considers the grisly fate of creatures killed by the sand-blasting cloud; their gleaming skeletons invariably rise to torment the living.
Swarm of Moongrit
Large swarm of tiny elementals, unaligned
Flight 30ft (hover)
Str 13 Dex 16 Con 14 Int 2 Wis 7 Cha 4
Senses darkvision 60ft, tremorsense 60ft, passive Perception 8
Blinding Sand
Any creature that begins its turn in the same square as a moongrit swarm succeed on a DC 13 Constitution save or be blinded until the beginning of its next turn.
False Appearance
During the day the swarm of moongrit is indistinguishable from a normal collection of white sand.
Sunlight Dormancy
while in direct sunlight the swarm of moongrit gains the paralyzed condition.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 elemental. The swarm can't regain hit points or gain temporary hit points.
Actions
Scour
Melee Weapon Attack: +6 to hit, reach 0 ft., all targets in the swarm's space. Hit: 20 (6d6) slashing damage, or 10 (3d6) slashing damage if the swarm has half of its hit points or fewer. If a creature is reduced to 0 hit points by a scour attack it dies and is rapidly stripped to the bone over the course of 1d6 rounds at which point it rises as a skeleton.
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