Leadlight Moths are incorrectly named, as their physiology corresponds to butterflies. They are, however, magically created creatures, and not natural in any way, although they now breed true. These creatures were made by elven mages to decorate some of their cities. They bred much faster than expected, however, and their magical effects were unexpected and a little dangerous.
Leadlight moths can usually only be seen as a flash of multicolored light in the sky, or on the side of a building. However, when influenced by magic or strong light effects, they sometimes form in large swarms, and can be very dangerous. These swarms have no appreciable intelligence, and manifest these spell-like abilities purely for aesthetic purposes, which is incredibly dangerous. Many of these spells cause significant structural damage or loss of life of manifested in populated areas, so anyone who knows of these creatures will try to disperse them and stop them gathering in numbers. SWARM OF LEADLIGHT MOTHS Large swarm of Tiny monstrosities, unaligned Armour Class 10 Hit Points 27 (6d10 - 6) Speed 5ft., fly 20ft. (hover) Str 2 (-4); Dex 13 (+1); Con 9 (-1); Int 1 (-5); Wis 9 (-1); Cha 1 (-5) Proficiency bonus +2 Damage Immunities radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10ft., passive Perception 9 Languages N/A Challenge 4 (1,100 XP) Light Diffraction. When a swarm of leadlight moths is subject to an effect that deals radiant damage, their next swarm spellcasting roll is made with a +5 bonus, and the radius of the spell effect is doubled. 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 insect. The swarm can't regain hit points or gain temporary hit points. Swarm Spellcasting. If surprised, or disturbed, the swarm rolls 1d6 on the following table, adding 2 if the swarm has taken damage since the start of its last turn. If the die result is a 6, roll an additional d6 and add the result to the roll. The swarm then casts the related spell, centred on the swarm. Note that these effects may harm the leadlight moth swarm. The swarm's innate spellcasting level is 18 and the swarm's spellcasting ability is Constitution (spell save DC 11). The swarm ceases concentrating at the end of its next turn, or if it manifests another spell effect which requires concentration. Roll --- Spell effect 1 - dancing lights 2 - colour spray (affects targets within a 15-foot radius of the swarm) 3 - hypnotic pattern 4 - daylight 5 - confusion 6 - circle of power 7 - sunbeam (affects targets within a 10-foot radius of the swarm) 8 - prismatic spray (affects targets within a 10-foot radius of the swarm) 9 - sunburst 10+ - prismatic wall (as a 30-foot diameter sphere around the swarm) ACTIONS Flutter. Melee Weapon Attack: +3 to hit, reach 0ft., all targets in the swarm's space. Hit: 1 (1d3 - 1) slashing damage and 3 (1d6) radiant damage, and the target must succeed on a DC 11 Dexterity saving throw or be blinded until the start of its next turn. Updated from an earlier post, originally posted on 27 March 2018. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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