13
55 (10d8 + 10)
walk 0 ft., fly 30 ft.
Acid, Cold, Fire, bludgeoning, Piercing or Slashing damage from nonmagical attacks
Necrotic, Poison
Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
darkvision 60 ft.
can repeat one phrase it knew in life
3
+2
The swarm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
The swarm constantly emits a babble of words and phrases spoken in life by its many undead spirits. Each creature that starts its turn within 20 ft. of the swarm must succeed on a DC 13 Wisdom saving throw. On a failure, the creature is stunned until the start of its next turn. A creature that succeeds on a saving throw becomes immune to maddening voices for 24 hours.
The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 21 (6d6) necrotic damage, or 10 (3d6) necrotic damage if the swarm has half of its hit points or fewer.