Mazzik Swarm-Caller
Most mazzikin cannot organize, having been left too unfinished for it. One in a few thousand works out that it can call, and then roosts over a doorway and screeches while the ceiling behind it empties. The calls continue while it lives, so the caller on its roost is the target to kill.
- Physiology
- Fiend
- Size
- Small
- Speed
- 10 ft., fly 40 ft., climb 20 ft.
- Armor class
- 15
- Hit points
- 60 (11d6 + 22)
- Proficiency
- +2
- STR 10 +0 save +0
- DEX 16 +3 save +3
- CON 15 +2 save +2
- INT 11 +0 save +0
- WIS 13 +1 save +1
- CHA 14 +2 save +2
- Skills
- Perception +3
- Passive Perception
- 13
- Senses
- blindsight 90 ft., darkvision 90 ft.
- Languages
- Netherspeech, Common
- Damage resistances
- cold, fire, lightning
- Damage immunities
- poison
- Condition immunities
- poisoned
- Found in
- The Nine Hells , Station Interior
Traits
-
Echolocation
Its blindsight works by sound and does not function while it is Deafened.
-
Crowding
Has advantage on an attack roll against a creature if at least two other mazzikin are within 5 feet of that creature.
-
Holds the Roost
Does not move on its turn unless forced. While it has not moved since the start of its last turn, it has a +2 bonus to Armor Class.
Actions
-
Bite
+5 to hit · reach 5 ft.
2d6 + 3 piercing damage
A bite from a mouth larger than the rest of the colony's.
-
Call the Colony
Two mazzikin drop from cover within 30 feet and act on the caller's initiative. Recharges on a roll of 5 or 6 on a d6. It works only while mazzikin have somewhere to drop from.
-
Screech Bonus action
DC 12 Constitution save
Each creature within 20 feet that can hear it makes a Constitution saving throw or is Deafened until the start of the caller's next turn, and the area becomes lightly obscured by beating wings until then.