Cultists of the Verdant Light

Large swarm of medium or small humanoids, neutral evil

Armor Class: 13

Hit Points: 66 (12d8)

Speed: 30 ft.

STR10(+0)
DEX14(+2)
CON12(+1)
INT11(+0)
WIS15(+2)
CHA14(+2)

Saving Throws: WIS +4, CHA +4

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Passive Perception 12

Languages: Common, Draconic

Challenge: 3 (700 XP)

Proficiency Bonus: +2

Swarm Form. The mob can occupy another creature’s space and vice‑versa, and it can move through any opening large enough for a Medium creature. The mob can’t regain hit points or gain temporary hit points.

Collective Spellcasting. The mob counts as a single 5th‑level spellcaster that uses Wisdom for its spells (spell‑save DC 14, +6 to hit with spell attacks). It does not need material components.

  • 3/day: guiding bolt, bane
  • 1/day: hold person, lesser restoration

Ritual Fervor. While within 30 ft. of their cult leader or avatar, the mob has advantage on Concentration checks and on saving throws to resist being charmed or frightened.

Dwindling Numbers. This creature's damage reduces as it HP reduces: Half damage at 33 hit points or fewer Quarter damage at 16 hit points or fewer (and it loses Ritual Fervor).

Fanatical Ascension. When reduced to 0 HP, the mob utters a final litany that detonates its amulets. Each creature within 10 ft. must make a DC 14 Dex save or take 9 (2d8) force damage.

Emerald Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6) radiant damage (see Dwindling Numbers).

Shard‑blast Wave (Recharge 5–6). The mob channels raw shardisite energy in a 20‑foot cone. Each creature in the area must make a DC 14 Constitution saving throw, taking 18 (4d8) force damage on a failed save, or half as much on a successful one. Failed save creatures are blinded until the start of the mob's next turn.

Protect the Ritual (1/round). When a creature the mob can see within 30 ft. casts a spell, the mob may use its reaction to grant that caster advantage on its attack roll or impose disadvantage on the first saving throw made against that spell.

Homebrew

Lore

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  • homebrew_rules_reference/creatures_adversaries/cultists-of-the-verdant-light.txt
  • Last modified: 11 days ago
  • by 127.0.0.1