AC 19 (natural armor)
HP 49 (14d4+14; bloodied 24
Speed 20 ft., fly 40 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Dex +6, Con +4, Wis +4
Damage Resistances cold; bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal
Chaos of Combat. Any creature that is adjacent to or in the swarm’s space has a hard time focusing on magic. A creature that enters into the swarm’s space on a turn while concentrating on a spell or casting a spell while in the swarm’s apce makes a Constitution saving throw (DC 5 + spell level) or it loses the spell.
Devil’s Sight. Magical darkness doesn’t impede the swarm’s darkvision. Evil. The swarm radiates an Evil aura.
Innate Spellcasting. The swarm’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast shatter , requiring no material component.
Swarm. The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain hit points or temporary hit points. It becomes Medium when bloodied .
ACTIONS
Hellswarm. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage plus 3 (1d6) fire damage, and the target must make a DC 12 Constitution saving throw , taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
The flapping of leathery wings fills the air around this gaggle of imps, each of the fiendish little creatures scrabbling and clawing at one another in a sea of flailing limbs. Even with the never-ending infighting between them, when left masterless and gathered together in great enough numbers they are a force to be reckoned with. Fortunately it is incredibly difficult for a group of imps to focus and their goals are short-lived, usually involving inflicting as much pain and acquiring as much wealth as is momentarily possible.
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.