Medium celestial, chaotic good
- Armor Class
- 13
- Hit Points
- 22 (5d8)
- Speed
- fly 40 ft., 10 ft.
- Challenge
- 1 (200 XP)
- Senses
- passive Perception 10
- Languages
- understands Celestial but can't speak
Traits
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny dragonfly. The swarm can't regain hit points or gain temporary hit points.
Actions
Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (3d4 + 3) piercing damage, or 5 (1d4 + 3) piercing damage if the swarm has half of its hit points or fewer. Additionally, if the swarm is on an Outer Plane, it injects the target with a toxin, the effect of which is determined by the swarm's location:
The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the invisible condition has no effect on it.
If the target is concentrating on a spell or similar effect, it loses its concentration.
The target's speed is reduced by 10 feet until the end of its next turn.
The swarm shines its lights in a dazzling display. Each creature within 15 feet of the swarm must succeed on a DC 10 Constitution saving throw or have the stunned condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
The swarm sheds bright light in a 15-foot radius and dim light for an additional 15 feet, or it uses a bonus action to extinguish the light.